Book Image

Creating an RTS Game in Unity 2023

By : Bruno Cicanci
4.5 (2)
Book Image

Creating an RTS Game in Unity 2023

4.5 (2)
By: Bruno Cicanci

Overview of this book

Building a successful real-time strategy game is challenging, because of both the complex mechanics and the need to strike a balance between different elements, ensuring that players enjoy creating and executing strategies against the game's AI. Creating an RTS Game in Unity 2023 will teach you how to install and set up the Unity game engine, create a new 3D project, and build a level editor to make it easier to modify and add maps to a game. The RTS game will start to take shape while you learn to implement different core systems such as melee and ranged battles, unit spawners, camera controls, dynamic mapping generation, basic enemy AI, and the pathfinder algorithm. You'll also get to grips with implementing command units to perform actions, crafting and producing resources, basic physics and collision detection, and building an RTS game from scratch using C# and the latest features of the Unity game engine. By the end of this book, you’ll be able to make professional and high-quality end-to-end RTS games using the best practices and techniques from the gaming industry.
Table of Contents (23 chapters)
Part 1: Foundations of RTS Games
Part 2: The Combat Units
Part 3: The Battlefield
Part 4: The Gameplay

Patrolling the area

Having different enemy groups on the map and hidden under the fog is already quite a challenge for the player. However, finding idle enemies while exploring the map is not very exciting. We can make it more fun and dynamic by adding patrol behavior to the enemies, so they are moving around between two points on the map.

Since we are using Unity’s NavMesh system, it is very simple to modify the existing Enemy ComponentNavMesh script and add the patrol behavior, so the enemy will be able to walk around the area, attack a unit when a collision is detected, and chase the unit if it tries to escape.

Open the existing script located at Scripts | Enemy | EnemyComponentNavMesh.cs and add the following variables inside the class, before the declaration of the existing Start method:

private int _currentPoint;
private Vector3 _startPosition;
private Vector3[] _points = new Vector3[2] {
  new Vector3(-10, 0, 0), new Vector3(10, 0, 0) };

The three...