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


Well done for finishing this chapter! Resource production is one of the most important features of an RTS game, and without it, players would not be able to grow their units and settlement to attack and defend powerful enemies. The automatic and manual production of resources is part of the game strategy and one more feature that the player must learn to use to dominate the game.

In this chapter, we learned how to generate resources using two different methods: automatic resource generation, which was implemented to generate Gold, and manual resource generation, implemented on both Food and Wood. Here, you set up the data required to generate these resources and created a new inventory manager to store the amount of each resource that the player has.

We also implemented a collision-based feature for manual resource generation, where the player must send a unit to collect resources. This only happens when the unit is colliding with the object on the map that generates...