| name | roadrunner-scenario-authoring |
| description | Programmatically author RoadRunner scenarios from MATLAB using roadrunnerAPI. Use when adding actors, creating routes, building scenario logic (phases, conditions, actions), placing vehicles/pedestrians, defining cut-in/crossing/ follow scenarios, or any programmatic scenario creation in RoadRunner. Triggers on: roadrunnerAPI, scenario authoring, add actor, create route, phase logic, cut-in scenario, pedestrian crossing, scenario from MATLAB.
|
| license | MathWorks BSD-3-Clause |
| metadata | {"author":"MathWorks","version":"1.0"} |
RoadRunner Scenario Authoring
Programmatically create RoadRunner scenarios from MATLAB: actors, routes, phase logic, and validation — all via roadrunnerAPI.
When to Use
- Adding actors (vehicles, pedestrians, objects) to a RoadRunner scenario
- Creating routes and waypoints for actors
- Building scenario logic: phases, conditions, actions
- Authoring common patterns: cut-in, pedestrian crossing, lead-follow, emergency brake
- Placing actors on roads using anchor-based or HD Map positioning
- Validating scenario structure before simulation
When NOT to Use
- Connecting to or launching RoadRunner → use
roadrunner-core
- Building scenarios from recorded sensor data → use
matlab-scenario-builder
- Authoring road geometry (lanes, junctions) → use
roadrunner-rrhd-authoring
- Importing maps or scenes → use
roadrunner-import-scene
- Simulating or exporting scenarios → use
roadrunner-scenario-simulating
Workflow
1. Ensure Session
Verify rrApp exists. If not, ensure RoadRunner is connected first (e.g., via roadrunner-core or manually).
if ~exist('rrApp', 'var') || ~isvalid(rrApp)
error("No active RoadRunner session. Use the roadrunner-core skill.");
end
Path setup: Before calling helper functions, ensure the scripts directory is on the MATLAB path:
addpath('<path-to-skill>/scripts');
2. Initialize Scenario
openScene(rrApp, sceneName);
newScenario(rrApp);
rrApi = roadrunnerAPI(rrApp);
rrs = rrApi.Scenario;
phaseLogic = rrs.PhaseLogic;
rrprj = rrApi.Project;
3. Scene Awareness
Before placing actors, survey the scene to find valid lane positions. Use the helperSceneAwareness script for automated analysis, or query manually via HD Map export:
sceneInfo = helperSceneAwareness(rrApp, NumActors=2, ScenarioType="cut-in");
See references/scene-awareness.md for manual HD Map query patterns when the helper is unavailable.
4. Add Actors
Option A — Batch placement (recommended for 2+ actors):
actorSpecs(1) = struct(Name="Ego", AssetPath="Vehicles/Sedan.fbx", ...
AssetType="VehicleAsset", LaneIndex=1, Fraction=0.1, Speed=15);
[actors, report] = helperPlaceActors(rrs, rrprj, phaseLogic, sceneInfo.HDMap, actorSpecs);
ego = actors{1}; % cell array — use curly braces
Option B — Manual placement:
vehicleAsset = getAsset(rrprj, "Vehicles/Sedan.fbx", "VehicleAsset");
actor = addActor(rrs, vehicleAsset, position);
actor.Name = "Ego";
autoAnchor(actor.InitialPoint); % Snaps to nearest road
Post-placement check: Verify actor.InitialPoint.WorldPosition is NOT [0 0 0].
See references/asset-catalog.md for available vehicle/character paths.
5. Position Actors (Anchoring)
Option A — Scene anchors available:
anchors = getAnchors(rrApp);
% Use remapAnchor for cross-scene portability (not findSceneAnchor)
anchorPt = findSceneAnchor(rrs, anchors(1).Name);
anchorToPoint(actor.InitialPoint, anchorPt);
actor.InitialPoint.ForwardOffset = 20;
actor.InitialPoint.LaneOffset = 1;
Option B — No scene anchors (use autoAnchor):
actor = addActor(rrs, asset, approximatePosition);
autoAnchor(actor.InitialPoint); % Must be within 5m of road
Option C — Relative to another actor:
anchorToPoint(target.InitialPoint, ego.InitialPoint);
target.InitialPoint.ForwardOffset = 30;
target.InitialPoint.LaneOffset = 1;
6. Create Routes (When Needed)
Routes put actors in path-following mode. Actors without routes drive in lane-following mode along their anchored lane.
route = actor.InitialPoint.Route;
fwdPt = addPoint(route, actor.InitialPoint.WorldPosition + [20 0 0]);
autoAnchor(fwdPt);
% For vehicles: disable freeform so route follows road surface
% (Do NOT do this for pedestrians — they need freeform to cross roads)
for i = 1:numel(route.Segments)
route.Segments(i).Freeform = false;
end
When to add routes:
- Character/pedestrian actors — ALWAYS required (validation fails without them)
- Vehicles that follow a specific path (e.g., ego driving straight)
- Vehicles that do NOT need
ChangeLaneAction
When NOT to add routes:
- Vehicles that need
ChangeLaneAction — they MUST be in lane-following mode (no routes)
- Vehicles that need
ChangeLateralOffsetAction — same requirement
Route point rules:
- Always use
autoAnchor for route points — position must be within 5m of road
- Do NOT use
anchorToPoint + ForwardOffset on route points — causes validation failure
- Keep route offset small (20m) to stay on the road
- For junction turns: use multiple waypoints (pre-junction, post-junction, exit) for smooth path
- After adding route points, set
seg.Freeform = false on each segment to follow road geometry (freeform routes ignore road surface and may float above/below the road)
7. Build Phase Logic
See references/actions-and-conditions.md for the complete catalog.
% Get actor's initial phase (auto-created with addActor)
initPhase = initialPhaseForActor(phaseLogic, actor);
% Modify default speed (initial phase already has ChangeSpeedAction)
initPhase.Actions(1).Speed = 20;
% Add sequential phase
nextPhase = addPhaseInSerial(phaseLogic, initPhase, "ActorActionPhase");
nextPhase.Actor = actor; % REQUIRED — never omit
% Set trigger condition on initial phase
cond = setEndCondition(initPhase, "LongitudinalDistanceToActorCondition");
cond.Actor = actor; % REQUIRED
cond.ReferenceActor = otherActor;
cond.Distance = 10;
% Add action to next phase
action = addAction(nextPhase, "ChangeLaneAction");
action.Direction = "left";
Multi-actor phase logic: Each actor's phase chain is independent. Any phase that has a subsequent phase MUST have an end condition — without one, the phase runs indefinitely and subsequent phases never execute. For multi-actor scenarios, ensure EVERY phase with a successor has an appropriate end condition set via setEndCondition.
8. Validate and Report
validate(rrs);
After validation passes, present a summary of what was created — never simulate unless explicitly asked.
Scenario Decomposition
MANDATORY: Before writing ANY code, complete Steps 0–1 below and present your plan to the user for confirmation. Do not skip this — scenarios built without pre-analysis frequently fail due to wrong timing, missed collisions, or impossible trigger conditions.
Step 0 — Clarify intent: If the user's prompt is ambiguous about ANY of the following, ASK before proceeding:
- Number and types of actors
- Desired outcome (collision, near-miss, safe completion?)
- Speeds, distances, or timing not specified
- Which actor is "ego" vs "target"
- Scene to use (if not stated)
Step 1 — Physics-first design (REQUIRED for timed interactions): For collisions, near-misses, cut-ins, pedestrian crossings, and any scenario where actors must arrive at the same point at a specific time — you MUST derive kinematic parameters before writing code. Follow the full 5-step process in references/physics-first-design.md:
- Parse intent into timeline
- Measure spatial parameters (query HD Map)
- Build parameter derivation table (show your math)
- Verify conditions will trigger
- Write code with derived values
Present your decomposition to the user — show actors, placement, speeds, trigger timing, and expected outcome. Get confirmation before executing code.
- Actors — How many, what types (vehicle/pedestrian/object), what roles (ego, target, background, stationary)
- Placement geometry — Determines which
helperSceneAwareness type to use:
- Same lane (
ScenarioType="following") — leader/follower, overtake start, emergency brake
- Adjacent lanes (
ScenarioType="cut-in") — lane changes, merges, parallel driving
- Crossing paths — pedestrian crossing, intersection conflicts
- Interaction intent — Determines speed/separation/trigger defaults:
- Conflict/near-miss: Close proximity, speed differential, tests reaction (small gap, distance triggers)
- Cooperative: Safe completion expected, no collision (large gap ≥ 30m, time or duration triggers)
- Independent: Actors don't interact directly (background traffic, stationary objects)
- Maneuver sequence — Identify each distinct behavior change as a phase: drive → lane change → brake → resume. Each transition needs a trigger condition.
- Trigger selection:
- Distance-based (
LongitudinalDistanceToActorCondition) — requires speed differential between actors
- Time-based (
DurationCondition) — works regardless of speeds, simpler
- Simulation time (
SimulationTimeCondition) — absolute time, good for choreographed sequences
- Safety validation — Before executing, verify lane-change scenarios won't collide:
required_gap = lane_change_distance + closing_rate × (lane_change_distance / actor_speed) + 5m
Scenario Defaults (auto-created by RoadRunner)
When newScenario() is called, RoadRunner automatically creates:
- A CollisionCondition as the root phase's fail condition (any actor-to-actor collision fails the scenario)
- A SimulationTimeCondition (60s) as the root phase's end condition
Do NOT duplicate these. To modify the default collision condition:
rootPhase = phaseLogic.RootPhase;
% The fail condition already exists — access it directly
% To change the end time:
rootEndCond = setEndCondition(rootPhase, "SimulationTimeCondition");
rootEndCond.Time = 30; % Override default 60s
Hard Constraints
- Always set
.Actor on ActorActionPhase and condition objects — never omit
- Never add duplicate action types to a single phase — modify
phase.Actions(1) instead
- Character actors require routes — without them validation fails
autoAnchor requires proximity — point must be within 5m of road surface
- Distance condition rules — ONLY
"le" and "ge" are valid (not "lt", "gt")
- Speed condition rules — full set:
"eq", "gt", "lt", "ge", "le", "ne"
- SerialPhase cannot nest in SerialPhase — use ParallelPhase as intermediate
- Distance triggers need speed difference — if actors travel at same speed, gap never changes
- Never simulate unless user explicitly asks — authoring and simulation are separate workflows. Never claim scenario outcomes (collision, near-miss) based on math alone — only simulation produces ground truth
- Never assume — always clarify ambiguous prompts — if user doesn't specify speeds, distances, timing, actor count, desired outcome (collision vs near-miss vs safe), or scene, ASK before writing code. Present your scenario decomposition and physics analysis to the user for confirmation before executing. Guessing leads to scenarios that validate but produce wrong outcomes.
setEndCondition not addEndCondition — only one end condition per phase
ChangeLaneAction requires lane-following mode — do NOT add routes to actors that need lane changes
- Do NOT use
anchorToPoint + ForwardOffset on route points — causes validation failure; use autoAnchor only
LaneOffset can land on junction connectors — for lane-change scenarios, place actors on verified parallel lanes using HD Map positions + autoAnchor instead of LaneOffset
- Never guess lane change direction — use
LaneChangeReference="actor" + Direction="same-lane" when targeting another actor's lane, or compute direction via cross product (see references/scenario-templates.md)
- Parallel group end condition goes on
.ParentPhase, not on child phases
- Verify WorldPosition after placement —
[0 0 0] means anchoring failed silently
- No actor removal API —
removeActor does not exist; WorldPosition is read-only after anchoring. Placement mistakes require newScenario() and rebuilding. Plan placement carefully before executing.
autoAnchor unreliable at lane boundaries — Use fraction ≥ 0.2 and ≤ 0.8 when querying HD Map positions. At lane start/end points, multiple lanes converge and autoAnchor may snap to the wrong lane.
- Lane-change safety margin — For lane changes, ensure longitudinal separation exceeds:
lane_change_distance + (closing_rate × maneuver_time) + vehicle_length. A 20m lane change at 5 m/s closing rate needs ≥ 30m initial gap.
- Vehicle route segments default to freeform — after adding waypoints for vehicles, set
seg.Freeform = false on each segment so the route follows road geometry. Do NOT disable freeform on pedestrian routes — pedestrians cross roads and need freeform paths.
- Path-following actors have no collision physics — vehicles in path-following mode (with routes) pass through each other. RoadRunner detects collision when bumpers reach ≤50mm proximity, then terminates the scenario. Design collision timing using bumper-to-bumper distance, not center-to-center.
- Collision gap formula — use bumper gap, not center gap:
bumper_gap = center_distance - (vehicle1_length/2 + vehicle2_length/2). Timing: t_collision = bumper_gap / closing_rate. Account for ~1s acceleration ramp from rest (vehicles don't reach target speed instantly).
- Head-on collisions not supported —
LaneOffset must be positive; you cannot place two vehicles facing each other on the same road segment via the programmatic API. Use rear-end or crossing-path collision designs instead.
- Initial separation must exceed trigger distance — if actors start closer than the trigger condition's distance threshold, the condition fires immediately and phases advance before intended.
- Never chain property assignment on
setEndCondition — setEndCondition(phase,"Type").Property = N fails on ActorActionPhase (works only on InitialPhase). Always store the result first: c = setEndCondition(phase, "Type"); c.Property = N;. This two-line pattern works on ALL phase types.
- One action per
ActorActionPhase — call addAction only once per phase. The auto-created initial phase (from initialPhaseForActor) is the only exception. For concurrent actions, use a ParallelPhase with one ActorActionPhase child per action.
- Never use world-space offsets for actor placement —
egoPos + [X, Y, 0] only works on world-axis-aligned roads. For pedestrians and crossing actors, always use helperGetPositionFromHDMap to get position and heading, then compute the perpendicular crossing direction: hdg2D = hdg(1:2)/norm(hdg(1:2)); perpDir = [-hdg2D(2), hdg2D(1), 0];
- Junction scenes: do NOT route across intersection arms — on
FourWaySignal, FourWayStop, and T_Intersection, approach lanes do not connect to opposing exit lanes via the routing API. Use single-arm routes (approach → connected exit lane in the same corridor) or lane-following mode only. Cross-arm routes fail validate.
- Do not over-filter lane length — for
helperSceneAwareness the parameter is MinLaneLength (default 30); for helperSurveyLanes/helperGetPositionFromHDMap use MinLength. On intersection scenes use 30 since approach lanes are short. Compute needed length: max_speed × scenario_duration + 20m. Using 80+ on small scenes leaves fewer lanes than expected.
Common Wrong Property Names
| Wrong (hallucinated) | Correct |
|---|
RelativeLaneOffset | NumLanesOffset |
SimulationTime | SimulationTimeCondition |
addEndCondition | setEndCondition |
listAssets / getAssets | getAsset(proj, path, type) |
getActors / listActors | rrs.Actors |
actor.Speed | initPhase.Actions(1).Speed |
route.addWaypoint | addPoint(route, position) |
removeActor / deleteActor | Does not exist — use newScenario() |
actor.WorldPosition = ... | Read-only — reposition via newScenario() + re-place |
cond.Comparison | Does not exist on SimulationTimeCondition (just set .Time) |
rrApp.ProjectFolder | Not a public property — use status(rrApp) |
DistanceType = "gap" | Use "space" (spatial) or "time" (time-gap) |
ConstraintType = "acceleration" | Use "asset", "custom", or "none" |
PhaseState = "completed" | Use "end" (valid: "idle", "start", "run", "end") |
MeasureDistance = "euclidean" | Use "lane" or "actor" |
"MovableObjects/..." | Use "Props/TrafficControl/..." with "MovableObjectAsset" type |
syncAction.TargetPoint = actor.InitialPoint | Shared reference trap — use route waypoints as independent Points |
LateralOffsetAction | ChangeLateralOffsetAction (full name required) |
.Offset (on ChangeLateralOffsetAction) | .LateralOffset |
laneTable.LaneIndex | laneTable.Index (column name from helperSurveyLanes) |
action.Rate | Use .DynamicsDimension = "rate"; .DynamicsValue = N; |
setEndCondition(...).Property = N | c = setEndCondition(...); c.Property = N; (two-line pattern) |
MinLength (on helperSceneAwareness) | MinLaneLength — only lower-level helpers use MinLength |
"text" + status(rrApp) | status(rrApp) returns a struct — use s = status(rrApp); s.Scene.Filename |
actors(i) from helperPlaceActors | actors{i} — returns a cell array, use curly-brace indexing |
Key Functions
| Function | Purpose | Since |
|---|
roadrunnerAPI(rrApp) | Create authoring API handle | R2025a |
addActor(rrs, asset, pos) | Add actor to scenario | R2025a |
getAsset(proj, path, type) | Load asset by path | R2025a |
autoAnchor(point) | Snap point to nearest road | R2025a |
anchorToPoint(pt, anchor) | Anchor point to reference | R2025a |
addPoint(route, pos) | Add waypoint to route | R2025a |
initialPhaseForActor(logic, actor) | Get actor's init phase | R2025a |
addPhaseInSerial(logic, phase, type) | Add sequential phase | R2025a |
addPhaseInParallel(logic, phase, type) | Add concurrent phase | R2025a |
setEndCondition(phase, type) | Set phase trigger | R2025a |
addAction(phase, type) | Add behavior action | R2025a |
validate(rrs) | Check scenario validity | R2025a |
validate(rrs, ObjectRoot=obj) | Validate specific object (phase, actor, route) | R2025a |
findActions(phase, type) | Find actions of a type in a phase | R2025a |
createAsset(proj, path, type) | Create new asset (vehicle, character, behavior) | R2025a |
getAnchors(rrApp) | List scene anchors | R2024a |
getAsset with "CharacterAsset" | Load pedestrian asset | R2025a |
Actor Movement Modes
| Mode | Trigger | Behavior | Compatible Actions |
|---|
| Lane-following | No route waypoints | Follows anchored lane at set speed | ChangeLaneAction, ChangeLateralOffsetAction |
| Path-following | Has route waypoints | Follows waypoint path | ChangeSpeedAction, ChangeLongitudinalDistanceAction |
- Vehicles with speed set but NO routes drive along their lane automatically
ChangeLaneAction ONLY works in lane-following mode (no routes)
- Character/pedestrian actors ALWAYS need routes (validation fails without them)
Conventions
- Coordinate system: Z-up, world-space positions as
[X Y Z]
- Asset paths: Use exact relative path from project Assets folder (e.g.,
"Vehicles/Sedan.fbx")
- File suffixes: Disk shows
.fbx_rrx, API uses .fbx; disk shows .rrchar_rrx, API uses .rrchar
- Speed units: Always meters per second (m/s)
- Actor naming: Use descriptive names (
"Ego", "TargetVehicle", "Pedestrian1")
- Default scene:
ScenarioBasic.rrscene (310 forward lanes, ScenarioStart anchor)
- Intersection scenes:
FourWaySignal, FourWayStop, T_Intersection
- User clarification (MANDATORY): Before writing code, present your scenario plan (actors, placement, speeds, timing, expected outcome) and get user confirmation. If ANY parameter is ambiguous, ask — never guess. This is the single most important convention for avoiding rework.
Scripts
Deploy these helpers into the user's MATLAB path for automated scene analysis and batch placement. They depend on each other: helperSceneAwareness calls helperSurveyLanes and helperGetPositionFromHDMap.
| Script | Purpose | When to use |
|---|
scripts/helperSceneAwareness.m | Export HD Map, survey lanes, classify road features, recommend placements | First step before placing actors — provides positions, lane context, and feature classification |
scripts/helperSurveyLanes.m | Filter/sort lanes by type, direction, length | When you need lane geometry data without full scene analysis |
scripts/helperGetPositionFromHDMap.m | Arc-length interpolation along lanes, nearest-point queries | When you need precise positions at specific fractions along a lane |
scripts/helperPlaceActors.m | Batch place, anchor, set speed, verify multiple actors | When placing 2+ actors — automates the manual add/anchor/verify loop |
scripts/helperClassifyRoadFeatures.m | Elevation-based road feature classification (bridge, ground, ramp) | Used internally by helperSceneAwareness; call directly for custom feature queries |
Usage pattern:
% 1. Run scene awareness to get lane data and recommended positions
sceneInfo = helperSceneAwareness(rrApp, NumActors=2, ScenarioType="cut-in");
% 2. Define actor specs (do NOT pre-initialize with actorSpecs=[])
actorSpecs(1) = struct(Name="Ego", AssetPath="Vehicles/Sedan.fbx", ...
AssetType="VehicleAsset", LaneIndex=1, Fraction=0.1, Speed=15);
actorSpecs(2) = struct(Name="Target", AssetPath="Vehicles/Sedan.fbx", ...
AssetType="VehicleAsset", LaneIndex=2, Fraction=0.2, Speed=20);
% 3. Batch place and verify (actors is a cell array)
[actors, report] = helperPlaceActors(rrs, rrprj, phaseLogic, sceneInfo.HDMap, actorSpecs);
assert(report.AllValid, "Placement failed: " + report.Summary);
ego = actors{1}; target = actors{2}; % curly braces required
Scene Feature Awareness
For scenes with multiple elevation levels (bridges, overpasses, underpasses), use the RoadFeature parameter to target a specific road structure:
% Place actors specifically on the bridge deck
sceneInfo = helperSceneAwareness(rrApp, NumActors=2, ScenarioType="following", ...
RoadFeature="bridge");
% LaneIndex=1 now refers to the longest BRIDGE lane, not the longest overall lane
actorSpecs(1) = struct(Name="Leader", AssetPath="Vehicles/Sedan.fbx", ...
AssetType="VehicleAsset", LaneIndex=1, Fraction=0.3, Speed=15, ...
FilterLaneIDs=sceneInfo.FilteredLaneIDs);
Available feature labels: "bridge", "ground", "ramp", "overpass"
When to use RoadFeature:
- User mentions "on the bridge", "under the bridge", "on the ramp", "on the overpass"
- Scene has multiple elevation levels (Bridge, highway interchanges)
- Default placement picks the wrong road level (actor at unexpected elevation)
When RoadFeature="" (default): The summary shows all detected features so you can ask the user which one they mean:
Road features detected:
bridge: 10 lanes, total 700m, connected path 192m, elevation 7.9-8.6m
ground: 3 lanes, total 490m, connected path 165m, elevation 2.4-2.8m
Output fields for feature-aware placement:
sceneInfo.RoadFeatures — full feature classification struct
sceneInfo.FilteredLaneIDs — lane IDs matching the requested feature (pass to actorSpecs.FilterLaneIDs)
sceneInfo.LaneNetwork — full lane connectivity from helperAnalyzeHDMapLanes
Built-in RoadRunner Helpers
RoadRunner ships example helpers at <RoadRunner-Install>/Tools/MATLAB/api/scenario/common (e.g., helperAddCutInAndSlowCar, helperAddPedestrian). These use anchorToPoint + LaneOffset for actor placement.
When built-in helpers are suitable: Simple scenes with clearly separated lanes (straight roads, known layouts).
When to prefer this skill's approach instead: Scenes with junctions, complex layouts, or unknown geometry — LaneOffset can land actors on junction connectors that don't support lane changes. HD Map positions + autoAnchor works reliably on any scene.
Key pattern from built-in helpers: ChangeLaneAction supports LaneChangeReference="actor" with Direction="same-lane" — the actor moves to the reference actor's lane automatically, eliminating cross-product direction computation. See references/scenario-templates.md Cut-In section for usage.
References
references/actions-and-conditions.md — Complete catalog of all action types, condition types, their properties and valid values. Consult when building phase logic.
references/routes-and-points.md — Full Point properties, RouteSegment configuration, time-based trajectories, and route read-only properties. Consult for precise positioning, trajectory timing, or curve configuration.
references/collision-utility.md — CollisionUtility configuration for collision analysis between specific actor pairs. Consult when setting up collision monitoring.
references/asset-catalog.md — Available vehicle and character asset paths with naming conventions. Consult when adding actors.
references/scene-awareness.md — HD Map export pattern for querying lane geometry when helperSceneAwareness is unavailable. Consult when placing actors on unknown scenes.
references/lane-connectivity.md — Lane network topology, road feature classification, and connected path queries. Consult when placing actors on specific road features (bridge, ramp) or when you need lane connectivity information.
references/scenario-templates.md — Tested code patterns for cut-in, pedestrian crossing, lead-follow, emergency brake. Consult when building specific scenario types.
references/physics-first-design.md — Pre-authoring kinematic analysis: derive speeds, gaps, and timing before writing code. Consult for collision/near-miss/timed-interaction scenarios.
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