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)
1
Part 1: Foundations of RTS Games
6
Part 2: The Combat Units
11
Part 3: The Battlefield
15
Part 4: The Gameplay

Creating the first map layout using Prefabs

Using Level01, we are going to add a few Prefabs from the RPGPP_LT package imported into the project in the previous chapter. For now, we are not going to use the Dragon package nor any of the Mini Legion packages because they are not part of the level design; they are part of the design of the gameplay that will come in the next chapters of the book.

In the Project view, expand the ThirdParty folder, and then the RPGPP_LT folder:

Figure 3.8 – The Prefabs structure inside the RPGPP_LT assets package

Figure 3.8 – The Prefabs structure inside the RPGPP_LT assets package

Here, you will find a well-organized structure with many assets that we are going to use to create our levels. You can ignore all internal folders and just focus on the Prefabs folder – it is divided into categories and subcategories, which contain everything we need. Moving forward, Prefabs will be mentioned by their location within these folders or the filename.

Some of the Prefabs can be easily...