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Creating an RTS Game in Unity 2023

You're reading from   Creating an RTS Game in Unity 2023 A comprehensive guide to creating your own strategy game from scratch using C#

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Product type Paperback
Published in Oct 2023
Publisher Packt
ISBN-13 9781804613245
Length 548 pages
Edition 1st Edition
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Author (1):
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Bruno Cicanci Bruno Cicanci
Author Profile Icon Bruno Cicanci
Bruno Cicanci
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Table of Contents (23) Chapters Close

Preface 1. Part 1: Foundations of RTS Games
2. Chapter 1: Introducing Real-Time Strategy Games FREE CHAPTER 3. Chapter 2: Setting Up Unity and the Dragoncraft Project 4. Chapter 3: Getting Started with Our Level Design 5. Chapter 4: Creating the User Interface and HUD 6. Part 2: The Combat Units
7. Chapter 5: Spawning an Army of Units 8. Chapter 6: Commanding an Army of Units 9. Chapter 7: Attacking and Defending Units 10. Chapter 8: Implementing the Pathfinder 11. Part 3: The Battlefield
12. Chapter 9: Adding Enemies 13. Chapter 10: Creating an AI to Attack the Player 14. Chapter 11: Adding Enemies to the Map 15. Part 4: The Gameplay
16. Chapter 12: Balancing the Game’s Difficulty 17. Chapter 13: Producing and Gathering Resources 18. Chapter 14: Crafting Buildings and Defense Towers 19. Chapter 15: Tracking Progression and Objectives 20. Chapter 16: Exporting and Expanding Your Game 21. Index 22. Other Books You May Enjoy

Patrolling the area

Having different enemy groups on the map and hidden under the fog is already quite a challenge for the player. However, finding idle enemies while exploring the map is not very exciting. We can make it more fun and dynamic by adding patrol behavior to the enemies, so they are moving around between two points on the map.

Since we are using Unity’s NavMesh system, it is very simple to modify the existing Enemy ComponentNavMesh script and add the patrol behavior, so the enemy will be able to walk around the area, attack a unit when a collision is detected, and chase the unit if it tries to escape.

Open the existing script located at Scripts | Enemy | EnemyComponentNavMesh.cs and add the following variables inside the class, before the declaration of the existing Start method:

private int _currentPoint;
private Vector3 _startPosition;
private Vector3[] _points = new Vector3[2] {
  new Vector3(-10, 0, 0), new Vector3(10, 0, 0) };

The three...

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