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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

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...

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