RTS Game Engine 2027 - Real Time Strategy

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.cs, .csproj, .dll, .prefab, .unityproj, .xml, build.settings

Overview:

Create and command armies in a customizable real-time strategy framework designed for battles across ancient, medieval, modern, or futuristic settings. Swap unit and building meshes to shape the visual era, then manage a faction’s economy, power supply, defenses, and military production.

Gather resources, construct and upgrade a base, and direct ground and air forces against an opponent that builds its own faction and army. Use formations, scouting, stealth, and fog-of-war information to plan attacks, defend key positions, and expand across the map.

Features:

  • Select units with clicks, drag-box selection, shift-click, or double-click, then issue commands including move, attack, attack-move, chase, stop, explore, repair, and build.
  • Use NavMesh-based ground movement alongside configurable custom movement for special units such as cliff climbers, amphibious troops, tunnel runners, flankers, and scouts.
  • Issue attack-move orders that let units engage enemies en route and resume their destination afterward.
  • Manage infantry, stealth and detector units, builders, harvesters, vehicles, tanks, aircraft, helicopters, defenses, and other unit types.
  • Place and construct buildings with ghost previews, construction and powered-down visuals, multi-builder speed bonuses, pause and resume, and sell-and-refund options.
  • Produce units and buildings through queues, rally points, production timers, and configurable production lists, with dedicated structures for infantry, vehicles, and aircraft.
  • Gather faction-owned resources with harvesters using automatic mine-to-base workflows, configurable carry capacity, resource nodes, and direct-assignment or discovery modes.
  • Manage configurable resource costs and a faction-based power grid; low power can shut down buildings and pause production until power is restored.
  • Configure combat with multiple weapon types, target filters, minimum attack ranges, area damage with distance falloff, and weapon-versus-target damage multipliers.
  • Command fighters and helicopters through takeoff, combat, patrol, return-to-base, and landing, with airfield parking and capacity controls.
  • Use stealth and detection, including attack-triggered reveals and detector units that expose hidden enemies.
  • Garrison infantry in buildings, issue enter and exit commands, and fire from within eligible structures.
  • Play against configurable enemy AI that develops a base, manages workers, produces a mixed army, and patrols, pursues, and attacks.
  • Use fog of war that hides unexplored areas, obscures enemy information, and prevents selecting or automatically attacking hidden targets.
  • Navigate with an interactive minimap that supports camera movement and retains the last known state of buildings in explored areas.
  • Arrange troops in line, column, multi-column, V-shaped, or circular formations, with configurable spacing and support for mixed unit types.
  • Build battles with up to 9 factions, each with an independent resource wallet and power system.
  • Control the camera with zoom, rotation, tilt, WASD movement, edge scrolling, map boundaries, and minimap navigation.
  • Use command and production panels, formation controls, resource displays, selectable unit icons, faction-filtered selection, unit and building rosters, and selection feedback.
  • Customize the project for different eras by swapping meshes; includes custom inspector tools, support for both old and new Unity Input Systems, AI Navigation and TextMeshPro requirements, and a 500×500 terrain scene that requires baking.

Platform:

Unity 6000.3.27

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