RTS Game Engine 2027- Real- time Strategy


Builders register as busy while walking/constructing/repairing. ... Command Centers, Supply Centers, Barracks, War Factories, Power Plants, Airfields, ... Swap meshes for your own designs.


by Yazan Haddad


Price History +

Most systems a decent RTS game needs done.Unit control,combat,Ai rForce, economy, construction, power,AI, fog of war,formations,minimap, audio,and more.Any ground/ air unit.Any building.Any era.

■ CUSTOMIZE FOR ANY ERA

Use the prefabs and swap meshes.

Ancient Era — Ancient armies, builders, gatherers, defenses, buildings.


Medieval Era — archers, castles, barracks.


Modern Era — Infantry, tanks, missile launchers, helicopters, jets, bases.


Futuristic Era — Sci-fi soldiers, advanced vehicles, futuristic aircraft, high-tech buildings.





Setup & Requirements

Input System: Both Old and New Input Systems are supported.

HDRP Users

  • For materials, use Upgrade Materials after opening the project in HDRP.
  • If required, create a new Directional Light for proper scene lighting.

Terrain / Ground Setup

  • The Terrain must be assigned to a Ground layer (or another layer configured as the ground layer in the system).
  • The Ground/Terrain must have a Collider enabled

Additional Packages

The following package are required:

  • AI Navigation — required for navigation and NavMesh functionality.
  • TextMeshPro — required for the UI Canvas and text elements.
  • scene include terrain 500*500 must be baked


📋 COMPLETE SYSTEM LIST (38 SYSTEMS)



🎮 CORE UNIT CONTROL (5 systems)

1. Unit Control System


Click select, drag-box select, shift-click add, double-click same type, . Full command set: Move, Attack, Attack-Move, , Chase, Stop, Explore, Repair, Build, WASD camera, edge scrolling, map boundaries.


2. Unit movement system


Pathfinding System

Unity NavMesh for standard ground movement

Custom system  

for off-mesh areas.

 Normal units use NavMesh, special forces use custom movement — cliff climbers, amphibious troops, tunnel runners, flankers, scouts. Inspector-tunable per unit.


3. Commands & Ability UI


Command and ability scripts with UI buttons. command setl. Fully extensible for your own commands.


4. Attack-Move & Resume-After-Combat ⭐


Units fight on the way to destination, then continue after each kill. Move commands never hijacked by auto-attack. Air fighters respect move orders mid-flight.


5. Complete Idle Detection


NavMesh units correctly report idle on arrival. Builders register as busy while walking/constructing/repairing. Harvesters register as busy while mining/loading/unloading. Roster shows true idle state.



🧱 PREFABS & BUILDINGS (3 systems)


6. Unit Prefabs


Ground units, infantry including stealth and detector units (radar trucks and stealth snipers — full stealth system), builders, harvesters, supply units, air fighters, helicopters, vehicles, tanks, missile launchers, air defense buildings, and mobile anti-air ground units. Swap meshes for any era.


7. Building Prefabs


Command Centers, Supply Centers, Barracks, War Factories, Power Plants, Airfields, Walls, Garrison Buildings, defense structures. Swap meshes for your own designs.


8. Building Placement & Construction

ghost placement, construction timer with completion effects, and power-down state. Each building supports 3 visual meshes — construction, completed, and powered-down — plus the ghost placement mesh, all switching automatically based on state. Multi-builder speed bonus. Pause and resume. Building sell and refund. Builders register as busy during all phases. Fully extensible


🏭 PRODUCTION & ECONOMY (4 systems)


9. Unit & Building Production


Progress bar, timers, spawn points, rally points, production queue, balanced mixed-unit queue, airfield-full guard. Barracks for infantry, factories for vehicles, airfields for aircraft. Inspector-based production lists.


10. Resource Gathering & Economy


Faction-based multi-wallet: Money, Stone, Iron, Gold, Oil, custom resources. Resource nodes, amounts, infinite-resource option, Harvesters with carry capacity. Automatic mine-to-base workflow. Faction-aware drop-off. Enemy can never feed your economy.


11. Dual Harvester Modes⭐


Direct Assignment (harvesters go straight to mine, even in fog) OR Discovery Mode (harvesters wait for discovery). Inspector-tunable.


12. Building Economy


Fully faction-based. Customizable construction costs, multiple resource requirements, affordability checking, automatic payment, building selling, resource refunds. Buildings pay from their own faction's wallet.


⚡ POWER SYSTEM (1 system)⭐


13. Power Management System


Faction-based power grid. Power Plants generate. Buildings require. If power falls below 40 (configurable), buildings power down with grey no-power overlay. Production pauses. Build more Power Plants to reactivate.


⚔️ COMBAT SYSTEMS (6 systems)

14. Combat System


Air vs Air, Air vs Ground, Ground vs Air, Ground vs Ground. Straight, homing, arcing projectiles. Multiple weapon types. Auto target detection, aiming, firing. Hit reactions (Inspector-adjustable). AoE damage. Death and destruction effects.


15. Advanced Damage Matrix ⭐


9 weapon types (Bullet, Cannon, Missile, Rocket, Flame, Laser, Artillery, Melee, Precision) × 4 target classes (Infantry, Vehicle, Building, Air). Per-weapon multipliers. Sniper deals 3.0× to infantry, 0.1× to tanks. Combined-arms mandatory.


16. Real Splash Damage ⭐


Per-victim matrix multiplication with distance falloff. Rocket hitting tank cluster deals big to tanks, weak to infantry nearby. Explosion VFX match actual AoE. Per-victim console logging for balance testing.


17. Minimum Attack Range ⭐


Missile launchers and artillery back away if enemy too close. Realistic standoff distance. Configurable per weapon. Debug sphere shows dead zone in Scene view.


18. Target Filters ⭐


Optional per-weapon restrictions. Sniper can't shoot tanks, AA can't hit ground, tanks can't hit air. Player commands respect filters (configurable "hard limit" toggle).


19. Fog-Aware Auto-Attack ⭐


Units don't auto-attack into unexplored fog. No wasted ammo. Applies to ground units, air fighters, buildings. Fully integrated with fog-of-war manager.


✈️ AIR FORCE (2 systems)

20. Air Force System⭐


Fighters and helicopters. Takeoff, flight, attack, return-to-base, landing. Airfield parking, aircraft assignment, faction-owned airfields. Automatic home airfield detection. Slot-guarded production, airfield-full audio. Fighters attack from different angles without stacking. Vertical helicopter takeoff/landing. Enemy AI aircraft patrol, hunt, engage, return to base. Full air-to-air and air-to-ground combat.


21. Stealth & Detection System ⭐

Hidden units inspired by modern RTS classics. Reveal on attack with configurable duration. Detector units reveal stealth in a radius. Fully team-aware. Air fighters respect stealth. AI respects stealth. Integrated with fog of war.


🏢 GARRISON (1 system) ⭐

22. Garrison System


Garrisonable buildings. Multiple infantry per building. Enter/exit commands. Faction-based restrictions. Units fire from inside. Dedicated exit positions. Units leave through UI.


🧠 ABILITIES (1 system)

23. Ability System


Explore/Scout (randomized, with memory). Build, Auto Build, Repair, Auto Repair, . Universal Stop. Attack-Move -by defualt-. Ability UI buttons. Expandable for Cloak, Shield, Teleport, Time Freeze, Time Travel, Drone Control, Hologram, Energy Weapons.


🤖 AI SYSTEM (1 system)

24. Enemy Faction AI


Real opponent, not a dummy. Base AI builds from scratch with configurable build order. Worker Management auto-discovers builders/harvesters. Army Production produces balanced % mix. Air Force aircraft take off, patrol, fight, return. Combat AI patrols, chases, attacks, map-bounded. Fully Inspector-tunable. AI respects stealth targets.


🌫️ FOG OF WAR (1 system)

25. Fog of War⭐


Units reveal nearby area. Unexplored areas stay hidden. Explored areas remember buildings. Enemy health bars and UI hidden in fog. Hidden enemies can't be selected. Units can't auto-attack into fog.


🗺️ MINIMAP (1 system)

26. Smart Minimap Memory⭐


Explored areas remember last known state of buildings. Interactive, rotatable. Click-to-move camera. Viewport box tracks camera. Zoom-toward-cursor. Accurate world-to-minimap UV for any map size. Configurable world size, center offset, invert toggles.


📐 FORMATIONS (1 system)

27. Advanced Formation System


Line, 2-Column, 3-Column, 5-Column, Column, V-Shape, Circle, Per-unit formation type, per-unit spacing. Formation switching via hotkeys and UI panel. Mixed unit types supported. Rally-point formations.


🏳️ FACTIONS (1 system)

28. Independent Faction Economy & Power⭐


Up to 9 factions, each with its own wallet and power system. Player, Enemy, Neutral + up to 8 custom factions. Harvesters gather per faction. Separate power grid. Ideal for multi-faction battles.


🎥 CAMERA (2 systems)

29. Adjustable RTS Camera


Dynamic pitch-on-zoom, cursor-anchored zoom, distance-attenuated camera shake, minimap rotation, click-to-move, zoom, rotate, tilt, WASD, edge scrolling, map boundaries. 100% Inspector-tunable.


30. Proper Camera API Integration ⭐


Camera focuses on units via proper rig target — no snap-back, no zoom/angle breaks. Roster panel uses correct API for smooth focus. Air units skip camera cycle (configurable).


🔊 AUDIO & VFX (1 system)

31. Audio & VFX


Modular unit/building audio. Selection, movement, attack voice responses. Commander/radio-style. Randomized voice lines. Aircraft takeoff/landing/return audio. Weapon sounds. Construction sounds.


🖥️ UI SYSTEMS (4 systems)

32. RTS UI⭐


Unit command panel, building production panel, ability buttons, health bars, clickable minimap, formation control panel, selection feedback, command feedback, production controls, icon-based selection display, production queue, unit portraits, damage numbers, resource/economy interface.


33. Smart Selection Icons⭐


Mouse-only UI. Click icons to select all infantry, vehicles, air units, land units, units in camera view, or entire army. No keyboard needed. Toggle any icon on/off.


34. Faction-Filtered Selection UI ⭐


Only your faction shows in selection icon strip. Enemy inspection still works. Icon + count display. Fog-aware — can't select invisible.


35. Smart Unit Roster Panel ⭐


All unit types visible at once. Left-click = select idle units of type (find lost builders instantly). Right-click = select all units. Camera cycles through matches. Green idle dot, blue selection border. No numbers, clean icons. Live-editable in Play mode (columns, rows, size, spacing, colors).


🛠️ DEVELOPER TOOLS (2 systems)

36. Custom Inspector Tools


Custom Inspectors for key systems. Easier setup. Less time in code, more time designing.


37. Highly Expandable


Supports infantry, tanks, builders, aircraft, helicopters, special units, buildings, up to 9 factions, multiple eras, custom resources, weapons, abilities, damage matrices, stealth units, detectors. Includes RTSUnitType component. Build RTS once, expand forever.


38. Building Roster Panel ⭐

Icons appear when buildings finish, disappear when sold or destroyed. Left-click selects and focuses camera; right-click focuses camera only. Fully Inspector-tunable.



🎨 YOUR ERA. YOUR ART. YOUR RTS 🏆.

Swap meshes for any setting — ancient to futuristic.

Mix eras freely. No code changes needed.


Made by Yazan.H-Dev

built for unity