Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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#

Arrow left icon
Product type Paperback
Published in Oct 2023
Publisher Packt
ISBN-13 9781804613245
Length 548 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Bruno Cicanci Bruno Cicanci
Author Profile Icon Bruno Cicanci
Bruno Cicanci
Arrow right icon
View More author details
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

Implementing the Pathfinder

One of the coolest features of an RTS game is that the selected units always find the best path to reach their destination, avoiding rocks, trees, buildings, and everything else on their way. There is an AI algorithm behind this feature, called a pathfinder, and it has a few different implementations. In this chapter, we will take a look at the most used algorithms and will focus on the Navigation Mesh (NavMesh).

We will implement the NavMesh on Unity by using the AI Navigation package, setting up our units as agents and the level items as obstacles, and letting the NavMesh find the best path and move the selected units to the destination, avoiding or moving around the obstacles. We are also going to learn how to use the visual debugging tool from the AI Navigation package to see in real time how the NavMesh finds the best path for the agents.

By the end of this chapter, you will learn what a pathfinder algorithm is and the difference between the most...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime