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

Creating the User Interface and HUD

RTS games are mostly played using actions and commands from the game interface, so it is very important to have a clean and scalable UI to help the player master the game. In this chapter, we are going to draw inspiration from common UI elements in classic RTS games and create our own for the Dragoncraft game.

We are going to build the foundation for the menu options, resource counters, player actions, unity and enemy details, and the minimap, one of the core mechanics of RTS games. A flexible and adaptable UI component will be created and configured to have a great performance with low draw calls and will be responsive to different screen ratios. This chapter will also introduce you to Render Textures, multiple camera usages, and our first level manager.

By the end of this chapter, you will have learned how to create UI elements and position them considering different screen sizes, as well as having learned how to interact with the UI elements...