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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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Toc

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

Summary

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...

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