Welcome to the Unity RTS Engine manual! Please do not hesitate to share your feedback regarding the documentation, it would only help to make it better for everyone!
- Frequently Asked Questions: Most frequent asked questions and fixes to the issues you might face when working with the RTS Engine.
If you are new to the RTS Engine, please make sure you go through the following tutorials, at least once in the order they are presented at. This would allow you to gain an overall knowledge of the main workflows of the RTS Engine and the features it has to offer.
|Set New Map||Setup a map scene from scratch where you can have a functional RTS game.|
|Buildings||Create a building prefab that can be used in a map scene.|
|Units||Create a unit prefab that can be used in a map scene, configure unit movement and an introduction to creating and handling tasks and UI.|
|Placing Buildings||Go through the essential configurations and components that enable building placement and construction.|
|Resources||Create resource types and use them in different aspects of the game and handle the collection of these resource types.|
|Combat||Enable combat capabilities on units and buildings and explore various options to customize an attack.|
|Upgrades||Create upgrades for entities and for entity components and execute them as tasks.|
|Camera||This section goes through setting up the main camera controller.|
|NPC Factions||Explore the components necessary for managing the NPC faction behaviour.|
|Setup Tasks Queue||A tasks queue allows the local player to hold down a key, launch commands on an entity without them taking effect directly but instead having them added to a queue and then executed by the entity in order of launch.|
|Setup Fetching Spawnable Prefabs||When each map scene is initialized, the map loads a set of entities that are allowed to be created and used in the map scene. These are referred to by the Spawnable Prefabs. Learn how to pick which entity prefabs can be used in a map scene.|
|Handle Faction Defeat Condition||By default the RTS Engine offers two faction defeat conditions (destroying all faction entities or destroying the main faction entities). This guide goes through setting up your custom faction defeat condition.|
|Setup Universal RP||Setup the Universal Rendering Pipeline to work with the RTS Engine.|
Modules are packages that can be imported into your RTS Engine project to introduce new features and systems that you can hook up directly to your project.
This section provides instructions on how to get started on using the officially supported RTS Engine modules.
|Singleplayer Module||Offers a sample for a singleplayer lobby.|
|Mirror Multiplayer Module||Using Mirror Networking, this module allows to setup multiplayer lobbies and games with the RTS Engine.|
|A* Pathfinding Project Module||This module enables unit pathfinding to use the A* Pathfinding Project asset.|
|Fog Of War Module||This module is an integration of the Fog Of War asset on the Asset Store.|
|Basic NPC Module||Includes components that track a NPC faction's progress then determines its behavior and its goals within a game.|
|Basic UI Module||Includes components that listen subscribe to the RTS Engine events and draws the UI accordingly to the actions the local player is executing.|
|Advanced Selection Module||Enables advanced entity selection options.|
|Minimap Module||Adds a minimap to your RTS Engine game and enables interactions between the player, game events and the minimap.|
|Save System||Allows to save and load the progress of a RTS Engine game.|
|Advanced Building Placement||Provides advanced systems for building placement such as grid placement and segmentation placement (allowing for placing walls).|
|Mobile Controls||Provides touch controls for mobile devices.|
This section of the manual includes guides regarding how you can use the RTS Engine API to customize your game even further!
These guides assume you have enough knowledge about the general workflow of the RTS Engine systems, the structure of a RTS Engine map scene and entity prefabs..
|Create an Entity Component||This guide provides an introduction for creating entity components, which are components that can be attached to children objects of an entity prefab to handle a behavior for the entity.
In this guide, you will go through the creation of an Entity Seller component that allows the player to sell a faction entity by clicking on a task in the task panel while the entity is selected, destroy the entity and get resources for it.
|Create a Game Service||Provides an introduction on creating game service components, which are manager components that must be placed on a child object of the object containing the Game Manager component.
In this guide, you will go through the creation of a very simple Unit Wave Spawner component that allows to create unit instances every period of time and move the created unit instances towards a position after they spawn.
|Integrate Custom Pathfinding Solution||How to integrate pathfinding solutions other than Unity's navmesh system and the officially supported pathfinding solutions.|