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

Commanding an Army of Units

One of the most exciting mechanics of an RTS game is preparing the strategy like a chess game and trying to picture what the opponent will do next. Preparing such a strategy involves carefully selecting and moving our units to the best possible places, or even splitting the army to cover different locations on the map.

So far, we have implemented the unit spawning feature, but now we are going to use it to select and move the units on the map. A new Debug menu shortcut will make it easier to instantiate more units in the Unity Editor to test the new features of this chapter.

This chapter will introduce the Physics API and Raycast to select the units on the map, and some vector manipulations to move the units and organize them into a nice grid formation. We are also going to expand some scripts and Prefabs created in previous chapters and have our first contact with materials and the default Unity Shader.

By the end of this chapter, you will know...