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


Congratulations on reaching the end of this chapter; our project is starting to become a game and soon we will have Dragoncraft as a playable RTS experience. Being able to select and move the units to a specific place on the map is one of the core mechanics of an RTS game and an important part of the strategy when playing this type of game.

In this chapter, we learned how to interact with both the UI and the 3D world using the mouse buttons and position. We also saw how to change the Material Shader property to highlight a model, how to select a 3D object using Raycast and the Physics API, and the logic to place all the units into a grid formation as they move together to a new position.

This chapter was all about the mechanics of selecting and moving the units, with visual feedback to the player and decoupled scripts that isolate the features from each other. We are just starting to implement the unit actions, and soon we will have all the core mechanics working in our...