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  • Book Overview & Buying Creating an RTS Game in Unity 2023
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Creating an RTS Game in Unity 2023

Creating an RTS Game in Unity 2023

By : Bruno Cicanci
4.5 (33)
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Creating an RTS Game in Unity 2023

Creating an RTS Game in Unity 2023

4.5 (33)
By: Bruno Cicanci

Overview of this book

Building a successful real-time strategy game is challenging, because of both the complex mechanics and the need to strike a balance between different elements, ensuring that players enjoy creating and executing strategies against the game's AI. Creating an RTS Game in Unity 2023 will teach you how to install and set up the Unity game engine, create a new 3D project, and build a level editor to make it easier to modify and add maps to a game. The RTS game will start to take shape while you learn to implement different core systems such as melee and ranged battles, unit spawners, camera controls, dynamic mapping generation, basic enemy AI, and the pathfinder algorithm. You'll also get to grips with implementing command units to perform actions, crafting and producing resources, basic physics and collision detection, and building an RTS game from scratch using C# and the latest features of the Unity game engine. By the end of this book, you’ll be able to make professional and high-quality end-to-end RTS games using the best practices and techniques from the gaming industry.
Table of Contents (23 chapters)
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1
Part 1: Foundations of RTS Games
6
Part 2: The Combat Units
11
Part 3: The Battlefield
15
Part 4: The Gameplay

Spawning the enemies

We built a very solid and flexible code base to spawn more objects in the game, using our Object Pool to manage the instances triggered by our message queue. It all started with the Warrior unit, and then we reused everything we had to configure and add the Mage unit as well. Now, we are also going to reuse both systems, but with a few changes since the enemies are a bit different from the units.

The first scripts that we are going to create are the messages to spawn the enemies, and then, in the next sections, the other scripts for the enemy component and spawner. Each enemy will have its own message; however, they will all share the same parameter to determine the position on the map at which the enemy will be spawned. Since it is a common property there is no need to add it to all enemy messages, instead, we are going to create a base enemy message and then implement it on all enemy messages.

Creating the enemy messages

Create a new folder inside Scripts...

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