Course Overview
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.
So, what are you waiting for? Let’s get building!
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Course curriculum
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Welcome to the Course
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Initial Project Setup
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Community & Support
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Accessing Our Projects
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Cinemachine Camera
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Top-Down Keyboard Movement
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Camera Zoom
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Camera Rotation
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Mouse Edge Panning
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Level Bounds
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Welcome to the Course
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Initial Project Setup
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Community & Support
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Accessing Our Projects
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Cinemachine Camera
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Top-Down Keyboard Movement
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Camera Zoom
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Camera Rotation
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Mouse Edge Panning
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Level Bounds
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Section Intro
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What is a Navigation Mesh?
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The NavMeshAgent & Moving on a NavMesh
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Unit Selection
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Unit & Decal Rendering Layers
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Right Click to Move
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Drag Selection UI
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A Slight Detour: The Event Bus
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Deselecting Units with the Event Bus
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Drag Select Multiple Units
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Add Units to Selection
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Areas and Obstacles
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A Method to Prevent Unit Dancing
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Multiple NavMeshes
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Section Intro
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What is a Navigation Mesh?
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The NavMeshAgent & Moving on a NavMesh
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Unit Selection
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Unit & Decal Rendering Layers
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Right Click to Move
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Drag Selection UI
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A Slight Detour: The Event Bus
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Deselecting Units with the Event Bus
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Drag Select Multiple Units
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Add Units to Selection
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Areas and Obstacles
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A Method to Prevent Unit Dancing
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Multiple NavMeshes
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Section Intro
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Our First Building - The Supply Hut
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Unifying Interactions with Buildings & Units
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ScriptableObjects as Configuration
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The Command Post
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Actions with the Command Pattern
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Command Context
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Show Commands on the UI
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Issue Commands from the UI
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The Build Unit Command
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Building Queue
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Diving into the UI
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The Progress Bar
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Showing the Build Progress
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Cancel Items in the Queue
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Even More Buildings & Units
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Section Intro
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Our First Building - The Supply Hut
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Unifying Interactions with Buildings & Units
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ScriptableObjects as Configuration
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The Command Post
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Actions with the Command Pattern
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Command Context
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Show Commands on the UI
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Issue Commands from the UI
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The Build Unit Command
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Building Queue
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Diving into the UI
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The Progress Bar
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Showing the Build Progress
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Cancel Items in the Queue
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Even More Buildings & Units
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Section Intro
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Using Unity Behavior
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Custom Nodes in Unity Behavior
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Gatherable Supplies
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Unit Commands
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Gathering Supplies
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Return Supplies
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Smooth Gathering Movement
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Pick Better Gathering Locations
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Pick Only Not Busy GatherableSupplies
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Gathering Edge Cases
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Synchronize Animations
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Using Behavior Events
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Player Supplies
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Using Conditional Branches
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Returning Supplies
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Section Intro
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Using Unity Behavior
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Custom Nodes in Unity Behavior
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Gatherable Supplies
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Unit Commands
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Gathering Supplies
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Return Supplies
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Smooth Gathering Movement
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Pick Better Gathering Locations
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Pick Only Not Busy GatherableSupplies
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Gathering Edge Cases
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Synchronize Animations
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Using Behavior Events
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Player Supplies
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Using Conditional Branches
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Returning Supplies
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Section Intro
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Building UI Menus
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Split Unit and Building SOs
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Placing Buildings
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Build Building Action
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Parallel Execution in the Behavior Tree
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Animate Worker While Building
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Manage Competing Parallel Executions
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Finalize Building
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Cancel Building
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Unit Death Event
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Building Progress
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Resume Building
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Building Restrictions
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Building Restriction Visuals
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Distance Checking Restrictions
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Pay for Buildings
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Refund Building Cancellation
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Lock Unavailable Commands
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Lock Tooltips
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Dynamic Tooltips
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Single Unit Selected UI
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Building Under Construction UI
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Building Spawn Event
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Increase Health While Building
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Single Unit Commands
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Building Events
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Using Sub Graphs
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Building Edge Cases
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Configure the Buildings
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Section Closing
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Section Intro
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Building UI Menus
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Split Unit and Building SOs
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Placing Buildings
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Build Building Action
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Parallel Execution in the Behavior Tree
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Animate Worker While Building
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Manage Competing Parallel Executions
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Finalize Building
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Cancel Building
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Unit Death Event
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Building Progress
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Resume Building
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Building Restrictions
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Building Restriction Visuals
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Distance Checking Restrictions
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Pay for Buildings
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Refund Building Cancellation
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Lock Unavailable Commands
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Lock Tooltips
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Dynamic Tooltips
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Single Unit Selected UI
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Building Under Construction UI
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Building Spawn Event
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Increase Health While Building
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Single Unit Commands
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Building Events
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Using Sub Graphs
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Building Edge Cases
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Configure the Buildings
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Section Closing
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Section Intro
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A New Tree for Military Units
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Taking Damage
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Sense Nearby Units
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AI Unit Awareness
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Attack Configuration
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The Attack Command
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Attack & Apply Damage
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Polish the Attack Behavior
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Attack-Move
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The Grenadier
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Grenadier Projectile Visualization
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Timing Projectile Damage
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Area of Effect Damage
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Create the Air Transport
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Unit Transport Configuration
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Load Units Behavior Tree
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Load Unit Command
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Load Into & Hidden Commands
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Load Multiple Units
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Unload Units
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Unit Transport UI
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Unit Load & Unload Events
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Polishing & Clean Up
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Section Closing
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Section Intro
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A New Tree for Military Units
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Taking Damage
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Sense Nearby Units
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AI Unit Awareness
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Attack Configuration
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The Attack Command
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Attack & Apply Damage
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Polish the Attack Behavior
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Attack-Move
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The Grenadier
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Grenadier Projectile Visualization
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Timing Projectile Damage
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Area of Effect Damage
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Create the Air Transport
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Unit Transport Configuration
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Load Units Behavior Tree
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Load Unit Command
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Load Into & Hidden Commands
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Load Multiple Units
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Unload Units
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Unit Transport UI
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Unit Load & Unload Events
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Polishing & Clean Up
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Section Closing
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Section Intro
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Tech Tree Scriptable Object
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Unlocking Dependencies
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Lock Commands with Unmet Dependencies
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Upgrade ScriptableObject
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Research Upgrades
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Multi-Tier Upgrades
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A More Responsive UI
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Apply Upgrades
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Generify Property Access
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Safeguard Base Configurations
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Handle Losing Dependencies
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Show Dependencies on the UI
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Multi-Building Research Locking
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Section Intro
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Tech Tree Scriptable Object
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Unlocking Dependencies
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Lock Commands with Unmet Dependencies
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Upgrade ScriptableObject
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Research Upgrades
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Multi-Tier Upgrades
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A More Responsive UI
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Apply Upgrades
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Generify Property Access
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Safeguard Base Configurations
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Handle Losing Dependencies
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Show Dependencies on the UI
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Multi-Building Research Locking
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Section Intro
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Fog of War Camera Setup
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Render the Fog
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Keep Track of Explored Locations
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Merge Visible & Explored Fog
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Softer Fog
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Unit Sight Configs
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Sight Ownership
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Determine Unit Visibility
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Hide Units in the Fog
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Hide Buildings in the Fog
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Hide Supplies in the Fog
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Placeholders in Explored Areas
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Placeholder Removal
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Block Clicks on Invisible Objects
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Unit Fog Amnesia
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Clean Up
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Prevent Building in the Fog
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Section Closing
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Section Intro
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Fog of War Camera Setup
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Render the Fog
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Keep Track of Explored Locations
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Merge Visible & Explored Fog
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Softer Fog
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Unit Sight Configs
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Sight Ownership
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Determine Unit Visibility
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Hide Units in the Fog
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Hide Buildings in the Fog
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Hide Supplies in the Fog
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Placeholders in Explored Areas
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Placeholder Removal
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Block Clicks on Invisible Objects
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Unit Fog Amnesia
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Clean Up
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Prevent Building in the Fog
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Section Closing
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Section Intro
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Show the Minimap
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Unit Minimap Display
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Show Camera Bounds on the Minimap
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Hide Undiscovered Supplies
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Move the Camera with the Minimap
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Right Click on the Minimap
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Issue any Command on the Minimap
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Section Intro
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Show the Minimap
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Unit Minimap Display
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Show Camera Bounds on the Minimap
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Hide Undiscovered Supplies
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Move the Camera with the Minimap
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Right Click on the Minimap
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Issue any Command on the Minimap
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Section Intro
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Fix Some Sneaky Building Bugs
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Fix Some Sneaky Unit Bugs
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Unit Population Cost and Supply
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Finalize Unit Population Cost and Supply
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Start Location
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Show Damage on the UI
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Multiple Units Selected UI
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Control Groups
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Hotkeys
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Click Indicator
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Rally Points
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Mining Juice
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Section Closing
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Section Intro
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Fix Some Sneaky Building Bugs
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Fix Some Sneaky Unit Bugs
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Unit Population Cost and Supply
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Finalize Unit Population Cost and Supply
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Start Location
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Show Damage on the UI
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Multiple Units Selected UI
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Control Groups
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Hotkeys
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Click Indicator
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Rally Points
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Mining Juice
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Section Closing
Requirment
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To get the most out of this course you'll need an intermediate understanding of C# and a good grasp of using the Unity Editor.
Outcomes
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Build your own RTS game in Unity, from units to buildings to upgrades and more.
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Design gameplay systems that scale, so your project won’t buckle as it levels up.
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Create unit AI that reacts to player input using behaviour trees (no magic, just logic).
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Set up fog of war to keep your players guessing (and scouting like pros).
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Develop a config-driven setup to add new units fast—no spaghetti code here.
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Use ScriptableObjects to organise your game like a pro dev.
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Hook up an event bus system so your units can talk without yelling across the codebase.
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Craft upgrade systems that run from the editor, not hard-coded chaos.
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