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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

Spawning an Army of Units

RTS games have a gameplay mechanic that allows you to spawn units and create large armies to battle enemies. But having so many objects in the same scene that can be easily created and destroyed requires good memory and CPU management, to avoid problems such as frame rate drops due to CPU spikes, out-of-memory issues, and memory leak issues due to inefficient memory usage. There is one programming pattern that works well in this scenario, which is called Object Pooling, and we are going to learn how to implement and use it to spawn our units.

In this chapter, we will create the configuration files for our units using the ScriptableObject class from Unity, which will have all the attributes we need to use a unit in our game. We are also going to see how to update the UI using a decoupled solution by learning how to implement and use the Message Queue pattern, which provides a great way for scripts or systems to communicate with each other without creating...

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