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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

Summary

Congratulations on reaching the end of this chapter; we did a lot of work here, which forms the foundation for our game. In this chapter, we learned how to set up the scene and create a level using Prefabs and how to group Prefabs into a new one.

Our first contact with C# scripts gave us an understanding of how to use ScriptableObjects, and we developed a simple tool to speed up the level creation. We also wrote code to control the camera movement based on the player’s mouse position, considering the size of the plane as the screen limitation.

All of that forms the base of our game, the blocks that we will use and reuse throughout this book until we have our Dragoncraft game done.

In Chapter 4, Creating the User Interface and HUD, we are going to build the game UI and Prefabs that will be used to inform the player of all the actions and outcomes of the strategic decisions made during the game. You will be introduced to the best practices of creating a UI in...

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