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! It was quite a long one, but we now have two different units, the Warrior and the Mage, which use two different attacks, melee and ranged. Our game also now sends messages based on the actions that the player is using to update the UI and reflect the selected units in the details panel at the bottom of the UI, as well as updating the action buttons to have only what the selected units can perform.

Throughout the chapter, we learned how to implement the Command pattern and the State pattern, and how to reuse our message queue and object pool to add a new unit, projectiles, and even UI elements that are added in the details panel for each selected unit. We also saw how to play different animation states based on the context and how to expand our unit Scriptable Object to hold more data.

Our RTS game, Dragoncraft, is taking shape and progressing nicely on every feature or content we add to the gameplay – well done...