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

Controlling the camera

The main camera has two different movements that the player can control: zooming in and out and panning vertically and horizontally. Although the player can perform both actions, there are limits defined by us, so any movement and zoom will display only assets and areas that the player can really see and interact with, hiding the edges of the world.

We are going to write a quite simple, yet flexible script to add a component to the main camera in the scene. The parameters exposed by the component in the Inspector window will make it easier to tweak and find the best values for each attribute.

So, create a new folder inside Scripts called Camera, and create a new script there called CameraController.cs. Now, first, we are going to define all the properties in this class, as shown in the following script (notice that although the properties are private, the [SerializeField] attribute will expose them in the Inspector window so we can easily update the values...