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[Unity/C#] Making a RTS game

Mina Pêcheux • March 2021 - March 2022

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📕 Discover the series as an ebook and get bonus material on Gumroad!

This repository contains the code for my on-going series of tutorials on how to make a real-time strategy (RTS) game in the well-known game engine Unity! Throughout this series of tutorials, I explore C# scripting for games, GUI building, event systems, behavior trees, sound optimization...


To run this project, make sure you play it from the "Core" scene! ;)

→ For more info, see Tutorial #41

demo

You can find the list of all tutorials on Medium, or right below:

Known issues

About installing / upgrading

The project was written in Unity 2020.3. This implies that, when loading it up with different recent versions of Unity, you'll need to "upgrade" the project. This usually goes without a hitch, but there is for now 2 bugs that have been spotted by the followers and I:

  • incorrect lighting: upgrading to some Unity 2020+ might lead to some strange lighting of the scene (because of pipeline render defaults and lighting settings changes). To get a similar lighting to the original project, make sure that you remove all baked lighting data, that all your (directional) lights are set to "Realtime" and that you ignore the environment lighting.

    To do so, open the Window > Rendering > Lighting panel, go to the "Environment" tab, and set the "Intensity Multiplier" variable to 0 both in the Environment Lighting and Environment Reflections sections.

  • FOV shader bug (thanks to @Oarcinae): upgrading to Unity 2019.4 might lead to unexpected behaviour for the FOV shader (because of pipeline render defaults changes); to fix the issue, you can try modifying the AlphaProjection.shader and comment out the line: #pragma exclude_renderers d3d11 gles (still an open issue #2, any help is welcome 🙂)

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