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Unity RTS Engine

Discussion in 'Assets and Asset Store' started by OussamaB, Feb 7, 2017.

  1. OussamaB

    OussamaB

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    [​IMG]
    The Unity RTS Engine provides all the features required to create your own RTS game and customize it. It handles map creation, faction management, AI, buildings, units, resources, UI and a much more. It also supports both single player and multiplayer.

    [​IMG]
    Features:
    • Create and customize maps making playing in each one a unique experience.
    • Create Factions and customize each one by having its unique buildings and units to use.
    • Have control over NPC Factions and tweak the AI from the inspector to set up multiple difficulty levels and provide a different experience each time.
    • Create and customize different types of resources for the factions to collect and use them to place buildings or produce units.
    • Make resource collectors gather resources automatically or have them drop them off at a building when reaching a certain amount.
    • Create buildings and make each one deliver a different task for the faction (producing units, increasing the faction’s population slots, etc..).
    • Each faction have borders in the map which allows the faction to exploit resources and place buildings inside this territory which can be expanded by constructing buildings that deliver this task.
    • Create different types of Units that deliver tasks such as constructing buildings, gathering resources or attacking other factions.
    • Each unit can have one or multiple functions.
    • RTS Camera providing the features that a RTS game requires (movement, zooming, unit follow, etc…).
    • RTS Minimap allowing for faster and more efficient navigation.
    • Select single or multiple units, buildings or resources to display information about them and give them tasks.
    • Full UI for the game that includes a Task Panel, Selection Panel, Resources Panel and more.
    • Single player menu that allows the player to select a map and see its features, pick the amount of factions to play with and set the difficulty level of each faction (comes with fully functional UI menu).
    • Smooth multiplayer using UNET.
    • Multiplayer menu that allows the player to host/join local or internet rooms (comes with fully functional UI menu).
    • Nearly everything can customized from the inspector. In any case you want to dig in the code, the comments will guide you in every line).
    Demo:
    WebGL Demo
    Standalone Download (Recommended)

    Documentation:
    Online Documentation

    ChangeLog:

    v1.0.1 - 05/03/2017:

    - Fixed the selection collider for some buildings in the demo scene.
    - Added "faction type definition" in the Game Manager component: Each faction type is defined by a name, code and buildings that can only be placed by that faction.
    - Each map can have a list of possible faction types that can play in it.
    - Added the ability to pick a faction type in the single player and multiplayer menus.
    - Each building can have faction type specific tasks.
    - The faction name and type are now both displayed on the selection menu when a unit/building is selected.

    v1.0.2 - 16/03/2017:


    - Added the "AttackBuilding" component which allows buildings to launch attacks at enemy units (allowing a building to behave like a "tower").
    - Added a new building prefab in the demo scene: The Tower.
    - Fixed playing audio on building selection.
    - Fixed playing audio on multiple units selection and multiple units attack order.
    - Added many audio clips as sound effects for the demo scene.
    - Fixed the flashing enemy building texture when the player orders units to attack it.

    v1.0.3 - 01/04/2017:

    - Small bug fixes.
    - Task Upgrades have been added: Unit Creation tasks can have an unlimited amount of upgrades. Each upgrade allows to the same task to produce another unit.
    - When a task upgrade is applied on one building, it will be applied to the all buildings, belonging to the same faction, of the same type.
    - Introduced a new Unit in the demo scene: The Robot unit which will serve as an upgrade for the Soldier unit.
    - Updated the NPC components in order to handle task upgrades.

    v1.0.4 - 15/04/2017:

    - Code refactoring in order to improve the performance of the asset overall.
    - Custom Events introduced: 19 delegate events added (example: OnUnitCreated, OnBuildingDestroyed, OnTaskLaunched, etc..). These events allow for even more customization in the code.
    - Upgrade Tasks are introduced: Buildings can now have tasks that improve the units' abilities (speed, damage against units and damage against buildings).
    - Audio clip can now be played when a task is completed.
    - Doubling clicking a unit selects all the units of the same type inside a certain range (the range can be defined from the inspector).
    - Clicking the selected unit's icon in the selection panel pans the camera to the position of that unit.

    v1.0.5 - 27/04/2017:

    - Fixed the destroy building task.
    - Fixed the camera movement on screen edge.
    - You can assign a custom Capital Building to each faction type.
    - Child unit objects can now be enabled/disabling while collecting resources, dropping them off or constructing building.
    - Custom Task Panel added: Making use of the new custom delegate events, a custom task panel that can launch Unit Creation tasks in any building without having to select the building.
    - Added Treasures: Objects that can be collected by units (just by entering in collision with them) and that reward the unit's faction with resources.

    v1.0.6 - 14/05/2017:

    - Fixed shuffling factions when the map loads.
    - Fixed loosing the selection after clicking on the minimap.
    - The Unit's radius must now be set from the "Unit.cs" inspector and not anymore from the "Nav Mesh Agent" component.
    - Fixed the unit's movement when the target object is moving.
    - Added two new custom events: OnFactionEliminated, OnFactionWin
    - Added camera panning.
    - General camera movement improvements.
    - Added the option to put Units that do not belong to any faction in the map.
    - Added the feature to create "Flying Units"
    - Added the "Helicopter" unit as an example for a flying unit.

    v1.0.7 - 02/06/2017:

    - Bug fixes.
    - Added the ability to destroy the unit's object on death after a certain amount of time and not directly.
    - Added the option for free movement of the unit's attack weapon (rotates and looks at the target).
    - Added "Take Damage" animation state, called whenever a unit gets damage.
    - Added the option to select target types for attack units and attack buildings (attack only walking units, flying units or both).
    - Added a building component that generates resources.
    - Two types of building resource generation: either directly add resources to the faction or collect resources till reaching a specific maximum amount and collecting it manually using a task from the building.
    - Added a new building for the demo scene: University. It's a resource generation building that produces "Knowledge" required for research related tasks.

    v1.0.8 - 12/06/2017:

    - Fixed canceling pending building tasks.
    - Added unit and building categories.
    - Units and attack buildings can now either attack all types of enemies or only specific categories.
    - Added the ability to have multiple attack sources: Units can either attack from multiple sources in order (with the ability to add delay time in between) or randomly pick a source in each attack.
    - Added a custom inspector editor for the "Attack" component.
    - Helicopter unit in the demo now has two attack sources.
    - Added the "Tank" unit in the demo: slow vehicle but effective against buildings.
    - Updated NPC factions manager components.
    - Added the APC component: Component added to units that allow them to contain other units, transport and release them.
    - Releasing units from the APC can be done using tasks in the Task Panel. Releasing all units once or unit by unit are both possible.

    v1.0.9 - 27/06/2017:

    - Added construction states for buildings.
    - Added building upgrades.
    - Added the ability of decision making regarding building upgrades for NPC factions.
    - NPC Army units' selection has been improved: Each NPC faction decides based on different priorities which unit to create.

    v1.1.0 - 14/07/2017:

    - Added new custom events for building upgrades.
    - Navigation mesh agent movement improvement (more to come).
    - Added override controllers for unit animators.
    - Added the option to have different animation for different resource collection (using override controllers).
    - Task Panel separation: Added the feature to have multiple task panel categories and have different tasks on each panel. Task panel categories can be chosen for each single task from the inspector.
    - Improved the NPC manager scripts performance.
    - Fixed a bug in the multiplayer game.

    v1.1.1 - 27/07/2017:

    - Added selection components for units (just like buildings and resources).
    - Improved navigation mesh movement.
    - Improved getting damage for units.
    - Buildings can now act as APC: Units can hide in buildings.
    - Added the Healer component for units which allows the healer to add health points to wounded units that belong to the same faction.
    - Added custom events for the Healer component.

    v1.1.2 - 05/08/2017:

    - Fixed unit spawning in multiplayer.
    - Fixed units/buildings health syncing in multiplayer.
    - Fixed auto-search for attack units in multiplayer.
    - Added custom events for APC units/buildings.
    - Added the Converter component which allows units to convert enemy units to their faction.
    - Added new unit in demo scene: Converter, can be produced from the city center and allows to convert enemy units.
    - Improved the NPC attack manager.

    v1.1.3 - 20.08.2017:

    - Added Free Buildings: these are buildings that do not belong to any faction.
    - Added the feature to make a building non attackable.
    - Added portals: allow units to travel from one place to another.
    - Added the feature to make APC call for units to get in.
    - Added the feature to allow or cancel ejecting one unit at a time from an APC.
    - Added new custom events for converter units, APC units and portals.
     
    Last edited: Aug 20, 2017 at 8:15 PM
    MHolmstrom likes this.
  2. OussamaB

    OussamaB

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    Screenshots:
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    Last edited: Aug 7, 2017
  3. Astanutanador

    Astanutanador

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    I apologize in advance for the mistakes English is not my native language

    Hi my name is George and I'd like you to point out minor errors and a few corrections Maybe my opinion will be useful

    I downloaded the standalone version tried it and I almost enjoyed it

    When using I noticed that not always clicking on the building it stands out. I don't know maybe I have one such

    No movement on the minimap with the mouse. You only click on the part you want to see but cannot be moved and if you try then works allocation units (believe me it is not very comfortable)

    There are no buildings of "tower defense" I think that's a big omission, as well as the opportunity to improve the characteristics of the units, for example, in "the forge" ?

    This pack is wonderful and I look forward to its early appearance in the asset store

    George
     
  4. OussamaB

    OussamaB

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    Hello George,

    - Each building has two Colliders. One that identifies its frontiers so that no other buildings can be built in a defined distance from it. And another Collider that, when clicked, allows the player to select the building. It looks like the selection collider for some of the building is miss-placed.
    - Can you please explain more what is the exact problem with the current minimap?
    - Tower Defense buildings are on the to-do list. They will be added in the first updates.
    - Upgrading units/buildings is on the to-do list as well.
     
  5. Astanutanador

    Astanutanador

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    Here I made a little video and brought in examples of such games like Heroes and Warcraft
    Follow the cursor on the minimap and the camera position on the map
     
    OussamaB likes this.
  6. OussamaB

    OussamaB

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    Alright. Thanks for taking the time and explaining your suggestion. Added to the to-do list as well.

    The package has been submitted since the 12th of this month and I'm still awaiting the approval from the asset store team. Hopefully it'll be available soon.
     
  7. JessieK

    JessieK

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    Do you plan on including "Attack move" like games such as Starctaft 1 and 2 have?

    When you select a point on the ground with attack-move, you will begin moving to that point, but stop and attack any hostile unit as soon as it enters your range.
     
  8. OussamaB

    OussamaB

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    The aim is to have a fully-featured RTS Engine. Features will be added to the asset depending on their importance and demand from users. So yes, any suitable suggestion like this goes directly to the to-do list and will be available in an update.
     
  9. JessieK

    JessieK

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    Sounds great, also one thing I see you mention here but doesn't seem to be in the demo, how do factions work? It seems to be that in the demo you just let the player rename each faction, can this be adjusted easily so they are set to just a few options (Much like starcraft)
     
  10. OussamaB

    OussamaB

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    You can have factions in game that have unique buildings and/or units. The faction selection menu still lacks some options. This will be a prioritized thing to change. Thanks for pointing this out!

    Just wanted to announce that the asset is now available on the asset store (link in main post)! And to celebrate the release, you can get the RTS Engine with a Special Release Price (40% OFF).
     
  11. JessieK

    JessieK

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    Sounds good, I'd just prefer the option to disable players being able to rename that faction, and rather have it more like most RTS games where the faction just has a name.
     
  12. OussamaB

    OussamaB

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    That is coming in the next update which will be submitted later on today. I will keep you updated.
     
  13. SocialFreak

    SocialFreak

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    Do you have any tutorial videos for this? I don't see any demo scenes in the package which makes it a little hard to understand how to get started. Am I supposed to just follow the online docs cause just creating a building is pretty complex but when I start the scene after creating a building I can't see it. Yes, I have it set at a Building layer.
     
  14. SocialFreak

    SocialFreak

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    One other suggestion as this is a work in progress. I have another asset and and after verifying our purchase, he gets us beta version direct before uploading to the asset store. This way we can help each other faster while waiting on the asset store posts.
     
  15. SocialFreak

    SocialFreak

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    Found the demo scenes but I'd still like to see some demo videos. Thanks!
     
  16. OussamaB

    OussamaB

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    @SocialFreak As you have already found. There's a demo scene. Tutorial videos are of course something planned. But first I'd like to get the asset to a state where I won't have to upload new videos each time I make a small update.
    I tried to make the online documentation as simple as possible and broke it down to different parts. Can you please let me know what exactly was not clear while creating a building?
     
  17. SocialFreak

    SocialFreak

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    Thanks for the quick reply!

    What I'm working on is an RTS game overlayed onto something other than unity terrain since I am using APEX Path wich can be used without Nav baking to handle pathfinding so I am trying to figure out how I can integrate your system into mine.

    Sorry for the vaugeness but can't really give out to many details. Currently, I am starting small and just creating prefabs with some of your components, buildings, etc and bringing them into my scene.

    I'll work awhile with it and post any specfic questions I come up with.

    Cheers!
     
  18. OussamaB

    OussamaB

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    Good luck with your game! I hope the RTS Engine will be as much useful as possible for what you're trying to achieve.

    On another note, I've just uploaded a new update. Here's the update list:

    - Fixed the selection collider for some buildings in the demo scene.
    - Added "faction type definition" in the Game Manager component: Each faction type is defined by a name, code and buildings that can only be placed by that faction.
    - Each map can have a list of possible faction types that can play in it.
    - Added the ability to pick a faction type in the single player and multiplayer menus.
    - Each building can have faction type specific tasks.
    - The faction name and type are now both displayed on the selection menu when a unit/building is selected.
     
  19. w34edrtfg

    w34edrtfg

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    Tested the demo, got an exception on first shot against an enemy. (Heaviest soldier vs worker)
     
  20. OussamaB

    OussamaB

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    That is unusual. Is this happening each time a unit shoots another unit or a building? Have you edited anything in the demo prior to the appearance of this exception?
     
  21. OussamaB

    OussamaB

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    The latest update is now available on the asset store. A new demo has been uploaded and the documentation has been updated as well.
    Another update will follow soon and will mainly introduce the "Attack Building Component" (for making tower buildings).
     
  22. nikzhurik

    nikzhurik

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    Thanks for amazing kit!

    I would very much like to see in the future the possibility of buildings to generate resources, and also to place such buildings only in certain places. For example, a mine that can be built only over a field.

    Also i found some bugs: the sound effect doesnt play when selecting a building and when gaving an order for unit to attack. Also very annoying when the same sound palying at the same time, it becomes louder several times (order to move for several soldiers at the same time).
     
  23. OussamaB

    OussamaB

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    Glad you like the asset!

    That's a very suggestion. Noted as well and hopefully will get into as soon as possible.

    Thanks for reporting the bug, it will be fixed in the next update which will be submitted in a maximum of two days.
     
  24. OussamaB

    OussamaB

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    New update has been submitted! The update introduces mainly the "Attack Building" component aka the "Tower Defense" buildings. Here's the update list:

    - Added the "AttackBuilding" component which allows buildings to launch attacks at enemy units (allowing a building to behave like a "tower").
    - Added a new building prefab in the demo scene: The Tower.
    - Fixed playing audio on building selection.
    - Fixed playing audio on multiple units selection and multiple units attack order.
    - Added many audio clips as sound effects for the demo scene.
    - Fixed the flashing enemy building texture when the player orders units to attack it.
     
  25. OussamaB

    OussamaB

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    The latest update is now available on the Asset Store. Another update will soon follow up.

    It would be much appreciated if you rate and review the asset. Thanks!
     
  26. vertigostudios

    vertigostudios

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    Hi OussamaB,

    I'm really liking how the RTS framework is looking and will be purchasing the asset shortly.

    When I play via the webplayer, I tell a soldier to attack a worker and exception error occurs and freezes the game play. Im unsure whether or not your aware of this. (
    works fine in the demo download)

    Regarding possible / future updates, is it possible to allow for a perimeter wall placement as such ?
     
    Last edited: Mar 28, 2017
  27. OussamaB

    OussamaB

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    Hello,

    Thanks for reporting the problem in the web player demo. I will upload a new demo ASAP.

    As for the suggestion, it is right on my to-do list. But I can't really tell you when exactly will it be available. What I know for sure is the next update will support upgrades (units, buildings, age).
     
  28. Canthitcrap

    Canthitcrap

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    Couple of quick questions 1. Can I change the size of the map? and if so, how big is too big? 2. Will you be adding "water" terrain so there can be naval units/buildings/engagements?
     
  29. OussamaB

    OussamaB

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    1) Yes you can change the size map. The maximum size depends on the units, buildings you have and how you want the result gameplay to be. There's really no limit, it all depends on you what you're trying to achieve.
    2) Depends on many things. Right I have more "urgent" updates to do. However that is something I wanted to do from the beginning.

    About the work in progress update:

    Unit upgrades is ready and working. What is still left right now is to determine the NPC factions behavior regarding unit upgrades and that will be available in the next update.
     
  30. OussamaB

    OussamaB

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    Just submitted a new update today! The update is mainly about building tasks' upgrades. Here's the list of changes to expect:

    - Small bug fixes.
    - Task Upgrades have been added: Unit Creation tasks can have an unlimited amount of upgrades. Each upgrade allows to the same task to produce another unit.
    - When a task upgrade is applied on one building, it will be applied to the all buildings, belonging to the same faction, of the same type.
    - Introduced a new Unit in the demo scene: The Robot unit which will serve as an upgrade for the Soldier unit.
    - Updated the NPC components in order to handle task upgrades.
     
  31. EliteSniperx16

    EliteSniperx16

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    Didn't know where to go to support for this but im having a issue with Multiplayer.

    I did everything as in the Documentation so what happens is that everyone can join the lobby fine but as soon we go into game only the host can see the Starting Center Building. If i build a unit everyone else see's it spawn and does its normal things its just that Center Building that they are suppose to control they cant see on Start

    UPDATE ON ISSUE:
    NVM! Got it working every time i would build the Project it wouldnt save the Faction ID. So got that working now so everything is fine!
     
    Last edited: Apr 2, 2017
  32. w34edrtfg

    w34edrtfg

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    Giving more feedback:
    - You should display the area limits of each building as its hard to know where you can/t place buildings. Same goes for the cities. As you can't see the range you don't know if you're putting them too near or what.
    - There can't be multiple people/AI in the same Faction? I can only have enemies :S
    - I'm still having the exception whenever i make the first shot against an enemy (just build 1 soldier type 2, went to shoot the enemy and boom exception)
     
  33. OussamaB

    OussamaB

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    Hello, glad you fixed the problem. However, could you please let me know exactly where the Faction ID was not being saved and how did you manage to do that? Just in case someone faces the same problem in the future or I can add that to the documentation.
     
  34. OussamaB

    OussamaB

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    This is a pretty good suggestion, added to the to-do list. Thanks!

    I don't get this one. Are you referring to making peace and/or alliances with AI Factions?

    This issue is present only in the WebGL build. Are you getting the same error in the editor or the standalone build?
     
  35. EliteSniperx16

    EliteSniperx16

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    When you make your CenterFaction(Tower) into a Prefab(Blue Text) and set the Faction ID to 0 it will apply it to all other CenterFactions even if you changed them on the map you can save the map which does save the Factions ID but once you build the game and run it the Factions ID get changed back into 0 because of the CenterFaction Prefab that their calling. So you have to make sure your CenterFaction(Tower) is a Non-Prefab(Black Text) then give them the other Factions ID and then once you save it and build it it should be fine! :)
     
  36. MHolmstrom

    MHolmstrom

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    I was just wondering, in case I want to be that guy and steal a feature from WC3 where you have Heroes and actually use abilities on them may or may not have an inventory, how would that work? Any external 3rd party tools that could be used etc? Thanks in advance I will buy if I get the right answer or else I'd start from scratch on my own :)

    Question 2. Plans on upgrades such as Weapon research and all melee units gain etc 5% more damage?
    I have not seen the package so I'm not aware how limited we are or if it's an inspector kinda framework :)
     
    Last edited: Apr 4, 2017
  37. OussamaB

    OussamaB

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    Thanks for the detailed explanation. This would be really helpful if future users face this kind of problem.

    On another note. I would really appreciate it if you guys could rate and review the asset in the store!
     
  38. OussamaB

    OussamaB

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    Do you mean that you want to have special attacks for units? If so can you give an example?

    Yes, it is planned. It will be available in the next update where I will be taking care more about upgrades.
     
  39. MHolmstrom

    MHolmstrom

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    I guess I could give it a go on my own anyway, but research would be neat like you mentioned in the next update.
    Have you played Warcraft 3? Then there are Heroes & also basic units have abilities too, for example maybe a passive skill called "Leader Aura" It would give close units a 10% health bonus by default etc. You cloud say a basic MOBA, basic units may only have 1 skill and 1 passive or none. But they have skills basically, would that be hard to implement?
    Back to the Hero thing, the heroes has an inventory let's say 6 slots where they can have potions or some other items on the journeys :)
    Just look over the UI and you will get my point :)
     
  40. OussamaB

    OussamaB

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    The thing is that this is too specific and may not be worth making for the moment as there are more urgent stuff to add. However, I will look for a way to make easy for the developer to create this type of abilities. Thanks for taking the time and explaining!
     
    MHolmstrom likes this.
  41. MHolmstrom

    MHolmstrom

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    Thanks for the reply! I'll try to implement it myself.
    Quick final question, can we use our custom terrain or are we forced to use the provided map creator?
    Thanks in advance! :)
     
  42. OussamaB

    OussamaB

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    You can use your own terrain of course. But make sure you take this in consideration when doing so: http://soumidelrio.com/docs/unity-rts-engine/maps-terrain/
     
  43. vertigostudios

    vertigostudios

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    Hi again, does that mean we're able to create hills, so long as we have the child object "flat terrain" under our new terrain.

    Will the units also move over the uneven ground ?
     
    Last edited: Apr 7, 2017
  44. OussamaB

    OussamaB

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    Yes, adding hills is possible. Units can also move on the uneven ground.
    If you encounter any problem or something is unclear please don't hesitate to let me know!
     
  45. EliteSniperx16

    EliteSniperx16

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    40
    FEEDBACK:
    Should add where Buildings can be upgraded. I like Tier 1 , Tier 2, then Tier 3 and while those are upgrading their Prefabs change and they can build Other units. Or make it where the Civilian can be upgraded to a Better Civilian and unlocks other buildings that can be built.
     
  46. OussamaB

    OussamaB

    Joined:
    Feb 8, 2013
    Posts:
    770
    I like both suggestions, thanks!

    Just wanted to let you know the newest update is available on the asset store.
     
  47. MHolmstrom

    MHolmstrom

    Joined:
    Aug 16, 2012
    Posts:
    112
    I just bought the rts engine! I do see a lot of potential in future Development. I'm a 3d artist so I will have some trubbel adding things my Self. Could I suggest a roadmap maybe on the main post? I will look into making grouping working so you can select for exempel 6 units and keybind them Ctrl + 1 so that when you press 1 it will jump right to them, same goes for buildings to make it a high apm game where you can see who is a pro and who is casual, it also make it funnier with stratergies etc.
    With the roadmap I'd know if I have to implement it my self or just wait! :)

    Another request would be formation but its not a have to, maybe only to make sure weaker units stand behind the warriors etc.

    Intregration with other UNET assets are possible?
     
  48. OussamaB

    OussamaB

    Joined:
    Feb 8, 2013
    Posts:
    770
    That is actually in the to-do list.

    You are right, that will make things clearer and easier for me and the users. I will add a roadmap to the main post after the next update.

    Thanks for the suggestion. Right now there are things that are more urgent to add. But I will keep this in mind of course.

    Can PM me a list of the UNET assets that you're referring to?
     
    MHolmstrom likes this.
  49. MHolmstrom

    MHolmstrom

    Joined:
    Aug 16, 2012
    Posts:
    112
    I was looking at:
    Code (CSharp):
    1. if (ResourceMgr.DroppingOff == false || (ResourceMgr.DroppingOff == true
    From here I want to enable a child object a satchel bag or lumber so it looks like it's carrying the resources to the drop-off building! From here I think it would be nice to not have the resources removed when you have collected let's say 4 lumber then you can target the unit to drop it off or start moving him around and he will still have them, I think I can simply change that behavior with:
    Code (CSharp):
    1. ResourceMgr.TargetResource = null;
    Last question: How to I fetch the currently selected unit so I can enable the child object? I will disable an Axe but when he will harvest lumber it enables and so on, pickaxe you get the whole idea, I'm a sucker for visuals! :)
     
  50. Paul-Swanson

    Paul-Swanson

    Joined:
    Jan 22, 2014
    Posts:
    38
    Hi, Great Kit! Left you a nice Review.
    5star.
    Just missing a few things I would like:

    I would like a option to change it to a Command and Conquer (not the massacre that EA made C&C4 that s a MOBA not a RTS) style personally. I have always felt those games were a superior gaming exp over Blizzards and AoE.

    Can I ask if you have this option added to the dev kit? Changing Game styles?
    Or explain how I could change this myself. I haven't jumping head first into this pool yet. So I haven't the faintest idea how yet.