Unity Real Time Strategy: Build Your Own RTS Game

Unity Real Time Strategy: Build Your Own RTS Game

English | MP4 | AVC 1280×720 | AAC 44KHz 2ch | 150 lectures (21h 45m) | 12.10 GB

Build your own RTS in Unity—smart units, fog of war, dynamic upgrades, and systems that scale as big as your ideas.

Ever dreamed of making your own real time strategy game but got totally pwned by the complexity? You’re not alone. RTS games are beasts—but this course is here to help you tame ’em.

You’ll build out a full RTS from scratch—units, buildings, upgrades, fog of war, the whole lot. You even get a starter project with models and a level, so you can hit the ground running.

Wanna make your units act less like chaos goblins? You’ll build behaviour trees that respond properly to player input.

We’re talking powerful coding stuff too—event buses, ScriptableObjects, config-driven systems—big tools that make your game scalable and pro-level tidy.

Sick of hard coding every single stat or upgrade? We’ve got your back. You’ll make a fully editable system where new units and upgrades can be added in a flash.

Struggling with scaling your projects or levelling up your dev skills? This course shows you how to build smart systems from the get-go, so your game grows with you.

If you’ve already got a decent handle on Unity and C#, and you’re keen to go deeper, this course is perfect for you. RTS fans and future AI masterminds, you’re gonna love it.

You’ll need an intermediate knowledge of C# and to be comfy using the Unity Editor—but don’t worry, we’re not gonna spawn you into a boss fight with no gear. So if you get stuck, think of us as your support crew—arming you with the tools and tips to win the fight your way.

And yep, like all GameDev tv courses, you get access to our awesome forums and teaching assistants.

By the end, you won’t just have code—you’ll have the bones of your very own RTS game.

What you’ll learn

  • Build your own RTS game in Unity, from units to buildings to upgrades and more.
  • Design gameplay systems that scale, so your project won’t buckle as it levels up.
  • Create unit AI that reacts to player input using behaviour trees (no magic, just logic).
  • Set up fog of war to keep your players guessing (and scouting like pros).
  • Develop a config-driven setup to add new units fast—no spaghetti code here.
  • Use ScriptableObjects to organise your game like a pro dev (and future you will thank you).
  • Hook up an event bus system so your units can talk without yelling across the codebase.
  • Craft upgrade systems that run from the editor, not hard-coded chaos.
Table of Contents

Introduction and Setup
1 Welcome to the Course
2 Initial Project Setup
3 Community & Support
4 Accessing Our Projects
5 Cinemachine Camera
6 Top-Down Keyboard Movement
7 Camera Zoom
8 Camera Rotation
9 Mouse Edge Panning
10 Level Bounds

Navigation Meshes, NavMeshAgents, and Player Input
11 Section Intro
12 What is a Navigation Mesh
13 The NavMeshAgent & Moving on a NavMesh
14 Unit Selection
15 Unit & Decal Rendering Layers
16 Right Click to Move
17 Drag Selection UI
18 A Slight Detour The Event Bus
19 Deselecting Units with the Event Bus
20 Drag Select Multiple Units
21 Add Units to Selection
22 Areas and Obstacles
23 A Method to Prevent Unit Dancing
24 Multiple NavMeshes

Buildings & Units
25 Section Intro
26 Our First Building – The Supply Hut
27 Unifying Interactions with Buildings & Units
28 ScriptableObjects as Configuration
29 The Command Post
30 Actions with the Command Pattern
31 Command Context
32 Show Commands on the UI
33 Issue Commands from the UI
34 The Build Unit Command
35 Building Queue
36 Diving into the UI
37 The Progress Bar
38 Showing the Build Progress
39 Cancel Items in the Queue
40 Even More Buildings & Units

Behavior Trees
41 Section Intro
42 Using Unity Behavior
43 Custom Nodes in Unity Behavior
44 Gatherable Supplies
45 Unit Commands
46 Gathering Supplies
47 Return Supplies
48 Smooth Gathering Movement
49 Pick Better Gathering Locations
50 Pick Only Not Busy GatherableSupplies
51 Gathering Edge Cases
52 Synchronize Animations
53 Using Behavior Events
54 Player Supplies
55 Using Conditional Branches
56 Returning Supplies

Building Buildings
57 Section Intro
58 Building UI Menus
59 Split Unit and Building SOs
60 Placing Buildings
61 Build Building Action
62 Parallel Execution in the Behavior Tree
63 Animate Worker While Building
64 Manage Competing Parallel Executions
65 Finalize Building
66 Cancel Building
67 Unit Death Event
68 Building Progress
69 Resume Building
70 Building Restrictions
71 Building Restriction Visuals
72 Distance Checking Restrictions
73 Pay for Buildings
74 Refund Building Cancellation
75 Lock Unavailable Commands
76 Lock Tooltips
77 Dynamic Tooltips
78 Single Unit Selected UI
79 Building Under Construction UI
80 Building Spawn Event
81 Increase Health While Building
82 Single Unit Commands
83 Building Events
84 Using Sub Graphs
85 Building Edge Cases
86 Configure the Buildings
87 Section Closing

Military Units
88 Section Intro
89 A New Tree for Military Units
90 Taking Damage
91 Sense Nearby Units
92 AI Unit Awareness
93 Attack Configuration
94 The Attack Command
95 Attack & Apply Damage
96 Polish the Attack Behavior
97 Attack-Move
98 The Grenadier
99 Grenadier Projectile Visualization
100 Timing Projectile Damage
101 Area of Effect Damage
102 Create the Air Transport
103 Unit Transport Configuration
104 Load Units Behavior Tree
105 Load Unit Command
106 Load Into & Hidden Commands
107 Load Multiple Units
108 Unload Units
109 Unit Transport UI
110 Unit Load & Unload Events
111 Polishing & Clean Up
112 Section Closing

Unit Ownership
113 Section Intro
114 Unit Ownership
115 Event Bus Channels Per Owner
116 Owners on the Player Input & UI
117 Track Supplies Per Owner

The Tech Tree
118 Section Intro
119 Tech Tree Scriptable Object
120 Unlocking Dependencies
121 Lock Commands with Unmet Dependencies
122 Upgrade ScriptableObject
123 Research Upgrades
124 Multi-Tier Upgrades
125 A More Responsive UI
126 Apply Upgrades
127 Generify Property Access
128 Safeguard Base Configurations
129 Handle Losing Dependencies
130 Show Dependencies on the UI
131 Multi-Building Research Locking

Simple Fog of War
132 Section Intro
133 Fog of War Camera Setup
134 Render the Fog
135 Keep Track of Explored Locations
136 Merge Visible & Explored Fog
137 Softer Fog
138 Unit Sight Configs
139 Sight Ownership
140 Determine Unit Visibility
141 Hide Units in the Fog
142 Hide Buildings in the Fog
143 Hide Supplies in the Fog
144 Placeholders in Explored Areas
145 Placeholder Removal
146 Block Clicks on Invisible Objects
147 Unit Fog Amnesia
148 Clean Up
149 Section Closing

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