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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

Implementing the pathfinder using the NavMesh

To implement the pathfinder using the NavMesh on Unity, we are going to add three components to the game from the AI Navigation package. The NavMesh, NavMesh Agent, and NavMesh Obstacle components will be configured separately but, at the end of this section, they are going to work together in our RTS game.

The NavMesh component

As we just saw, NavMesh is a data structure that contains all the walkable surfaces of the game world. There are a few different ways to use it: we could let the game generate all these data dynamically at runtime, or we could pre-generate these on our scene, using a process called baking. By baking the NavMesh data, we are optimizing our scene and calculating the pathfinder much faster, using the data pre-generated by the baking process.

Another optimization that we are going to use is to limit the NavMesh to a few layers. By including only the layers that we want the NavMesh to use in the calculations...

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