Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Book Overview & Buying Creating an RTS Game in Unity 2023
  • Table Of Contents Toc
  • Feedback & Rating feedback
Creating an RTS Game in Unity 2023

Creating an RTS Game in Unity 2023

By : Bruno Cicanci
4.5 (33)
close
close
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)
close
close
1
Part 1: Foundations of RTS Games
6
Part 2: The Combat Units
11
Part 3: The Battlefield
15
Part 4: The Gameplay

Spawning units using the Object Pooling pattern

The Object Pooling pattern was created to optimize memory usage and CPU performance by reusing objects that are pre-allocated in a pool, instead of instantiating a new object when needed and then destroying it. When the ObjectPool script is created, a fixed number of instances will be allocated and added to a list. Then, when an object is required, the Object Pool will give you an existing copy. When you do not need the object anymore, for example when a unit is destroyed by the enemy, the object is returned to the Object Pool.

We can use the Object Pooling pattern when we frequently need to create and destroy objects that are all the same or very similar. A good use case is bullets that are fired from a weapon; they are all the same and created and destroyed a lot. In this case, the Object Pooling pattern will reduce the overhead on the CPU to create and destroy an object as well as making it faster to reuse an object instead of instantiating...

Unlock full access

Continue reading for free

A Packt free trial gives you instant online access to our library of over 7000 practical eBooks and videos, constantly updated with the latest in tech
bookmark search playlist download font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete

Confirmation

Modal Close icon
claim successful

Buy this book with your credits?

Modal Close icon
Are you sure you want to buy this book with one of your credits?
Close
YES, BUY