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. 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: Spoiler: 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.