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

Using ScriptableObjects to configure the map

ScriptableObjects is a data container created by Unity that can be used to store data and share it across the game, keeping only one instance of the data in memory. Although it has a few limitations – with a lack of dictionary support being one – it is still very flexible, easy to use, and quick to read data. Due to these benefits, it is the recommended way of storing configuration data inside a game, instead of using other data types such as JSON or plain text, for example.

Another great advantage of using ScriptableObjects is that you define the data format as a standard C# class, which makes it quite transparent to read and write data, without having to write code to deal with I/O operations or having to use an external solution.

Here, we are going to create two different ScriptableObjects: one responsible for the game configuration and the other responsible for the level configuration. We will also add a custom editor...