Unity Real Time Strategy: Build Your Own RTS Game
Build your own RTS in Unity 6 — smart units, fog of war, dynamic upgrades, and systems that scale as big as your ideas.
Build your own RTS in Unity 6 — 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.
So, what are you waiting for? Let’s get building!
Khu vực Câu hỏi thường gặp trống
Section Intro
Xem trướcWhat is a Navigation Mesh?
The NavMeshAgent & Moving on a NavMesh
Unit Selection
Xem trướcUnit & Decal Rendering Layers
Right Click to Move
Drag Selection UI
A Slight Detour: The Event Bus
Deselecting Units with the Event Bus
Drag Select Multiple Units
Add Units to Selection
Areas and Obstacles
A Method to Prevent Unit Dancing
Multiple NavMeshes
Section Intro
Our First Building - The Supply Hut
Unifying Interactions with Buildings & Units
ScriptableObjects as Configuration
The Command Post
Actions with the Command Pattern
Command Context
Show Commands on the UI
Issue Commands from the UI
The Build Unit Command
Building Queue
Diving into the UI
The Progress Bar
Showing the Build Progress
Cancel Items in the Queue
Even More Buildings & Units
Section Intro
Using Unity Behavior
Custom Nodes in Unity Behavior
Gatherable Supplies
Unit Commands
Gathering Supplies
Return Supplies
Smooth Gathering Movement
Pick Better Gathering Locations
Pick Only Not Busy GatherableSupplies
Gathering Edge Cases
Synchronize Animations
Using Behavior Events
Player Supplies
Using Conditional Branches
Returning Supplies
Section Intro
Building UI Menus
Split Unit and Building SOs
Placing Buildings
Build Building Action
Parallel Execution in the Behavior Tree
Animate Worker While Building
Manage Competing Parallel Executions
Finalize Building
Cancel Building
Unit Death Event
Building Progress
Resume Building
Building Restrictions
Building Restriction Visuals
Distance Checking Restrictions
Pay for Buildings
Refund Building Cancellation
Lock Unavailable Commands
Lock Tooltips
Dynamic Tooltips
Single Unit Selected UI
Building Under Construction UI
Building Spawn Event
Increase Health While Building
Single Unit Commands
Building Events
Using Sub Graphs
Building Edge Cases
Configure the Buildings
Section Closing
Section Intro
A New Tree for Military Units
Taking Damage
Sense Nearby Units
AI Unit Awareness
Attack Configuration
The Attack Command
Attack & Apply Damage
Polish the Attack Behavior
Attack-Move
The Grenadier
Grenadier Projectile Visualization
Timing Projectile Damage
Area of Effect Damage
Create the Air Transport
Unit Transport Configuration
Load Units Behavior Tree
Load Unit Command
Load Into & Hidden Commands
Load Multiple Units
Unload Units
Unit Transport UI
Unit Load & Unload Events
Polishing & Clean Up
Section Closing
Section Intro
Tech Tree Scriptable Object
Unlocking Dependencies
Lock Commands with Unmet Dependencies
Upgrade ScriptableObject
Research Upgrades
Multi-Tier Upgrades
A More Responsive UI
Apply Upgrades
Generify Property Access
Safeguard Base Configurations
Handle Losing Dependencies
Show Dependencies on the UI
Multi-Building Research Locking
Section Intro
Fog of War Camera Setup
Render the Fog
Keep Track of Explored Locations
Merge Visible & Explored Fog
Softer Fog
Unit Sight Configs
Sight Ownership
Determine Unit Visibility
Hide Units in the Fog
Hide Buildings in the Fog
Hide Supplies in the Fog
Placeholders in Explored Areas
Placeholder Removal
Block Clicks on Invisible Objects
Unit Fog Amnesia
Clean Up
Prevent Building in the Fog
Section Closing
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.
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.
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.