Real Time Strategy -RTS template


Create and control infantry, vehicles, aircraft, helicopters, builders, buildings, and ... Ground formations with multiple formation shapes and customizable spacing Rally-point formations


by YazanDev


Price History +

A powerful modular RTS framework with universal commands, combat, economy, construction, air forces, AI, and expandable systems for creating any unit or building, from ancient to futuristic eras.

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 250*250 must be baked

🔗 Watch demo on YouTube:

(1) RTS Game Engine 2027 — Built for Unity Available Now full demo: By YazanDev - YouTube


AIR FORCE SYSTEM-RTS GAME ENGINE 2027-built for unity -YazanDev


⚡ Quick Feature Summary

  • 🎮 Complete RTS Core — Camera, selection, universal commands, formations & rally points
  • Includes a Unique RTS Camera System:

✓ Dynamic pitch-on-zoom

✓ Cursor-anchored zoom

✓ Distance-attenuated camera shake

✓ Minimap rotation + click-to-move

✓ 100% Inspector-tunable

  • 🧭 Automatic Pathfinding — Units automatically navigate to destinations

  • 🏗️ Construction System — Builders, ghost placement, construction progress & building production
  • ⚔️ Combat System — Weapons, projectiles, targeting, damage & hit reactions
  • ✈️ Air Force System — Fighters, helicopters, takeoff, landing, attack & return-to-base
  • ⛏️ Economy System — Money, Stone, Iron, Oil & customizable resources, harvesters, mining & drop-off
  • 🏢 Garrison System — Garrisonable buildings, multiple infantry, enter/exit & firing from buildings
  • 🧠 Universal Abilities — Explore, Build, Repair, Capture, Deploy & expandable special abilities
  • 🤖 AI Foundation — Patrol, chase, attack & expandable RTS AI architecture
  • 🗺️ Clickable Minimap — Map navigation and RTS battlefield overview
  • 🔊 Audio & VFX — Voice responses, weapons, construction, aircraft audio & combat effects
  • 🖥️ RTS UI — Command panels, production, abilities, health bars and selections & minimap
  • 🔄 Production System — spawn points & rally points
  • 🏷️ Building Economy — Construction costs, resource payment & building refunds
  • 📐 Advanced Formations — Multiple formation shapes, per-unit spacing & mixed-unit formations
  • 🌍 Highly Expandable — Supports different units( ground and Air units), buildings, factions(Player, Enemy and nuatral), eras & future systems

RTS Framework — Features

A modular and expandable RTS framework for Unity, built around a universal command and ability architecture. Create and control infantry, vehicles, aircraft, helicopters, builders, buildings, and specialized units while expanding the framework with new,eras, weapons, resources, and abilities.

🎮 Core RTS

  • RTS camera with WASD movement, mouse edge scrolling, zoom, rotate movement speed control, and map boundaries
  • Click selection, drag-box selection, multi-unit selection, and ground-click deselection
  • Double-click selection for selecting the same unit type ( click any already selected unit )
  • command system for:
  • Stop, Formation, Explore, Auto Build, Repair, Auto Repair,Universal command system for:
  • Automatic pathfinding for units navigating across the battlefield
  • Ground formations with multiple formation shapes and customizable spacing
  • Rally-point formations
  • Mixed infantry and vehicle selections
  • Faction-based unit and building control

📐 Advanced Formation System

  • Line, 2-Columns, 3-Columns, 5-Columns, Column, V-Shape, and CircleMultiple formation shapes including:
  • Per-unit formation type
  • Per-unit spacing settings
  • Different spacing for infantry, tanks, scouts, and other unit types
  • Formation switching through hotkeys
  • Formation control through a dedicated UI panel
  • Units maintain formation while moving toward destinations
  • Mixed groups of different unit types

🏗️ Construction & Buildings

  • Dozer/builder construction system
  • Ghost building placement
  • Inspector-based building lists
  • Building placement and construction workflow
  • Construction progress and build-time system
  • Multiple-builder construction speed bonuses
  • Pause and resume unfinished construction
  • Separate construction and completed-building visuals
  • Building completion effects, sounds,
  • Modular building production system
  • Building spawn points
  • Building rally points
  • Building construction costs
  • Resource affordability checking
  • Resource payment when constructing
  • Building selling and resource refunds

🏭 Unit Production

  • Buildings can produce different unit types
  • Inspector-based production lists
  • Production queue foundation
  • Unit spawn points
  • Rally points for newly produced units
  • Supports different production buildings such as Barracks, War Factories, Command Centers,Air Fields and other customizable buildings

⚔️ Combat & Weapons

  • Health and damage systems
  • Multiple projectile systems
  • Straight projectiles
  • Homing projectiles
  • Arcing projectiles
  • Different weapons for different unit types
  • Automatic combat and target detection
  • Automatic aiming and firing behavior
  • Adjustable physical hit reactions without requiring character animations
  • Inspector-adjustable hit reaction strength, push distance, rotation, duration, and vertical movement
  • Auto attack

✈️ Air Force System

  • Dedicated aircraft flight system separate from ground formations
  • Aircraft takeoff, flight, attack, return-to-base, and landing
  • Airfield parking and aircraft assignment
  • Aircraft automatically recognize their assigned home airfield
  • Aircraft can be produced directly from airfields
  • Fighters can receive direct movement and attack commands
  • Multiple aircraft can attack the same target without stacking together
  • Individual attack angles and attack distances
  • Fighters can approach targets from different directions
  • Aircraft movement operates independently from ground-unit formation logic
  • Helicopter support with vertical takeoff, and vertical landing
  • Create multiple aircraft types by configuring their projectile, damage, attack range, speed, and other combat values
  • Supports different aircraft roles such as fighters, bombers, and other custom aircraft types

⛏️ Resources & Economy

  • Multiple customizable resource types
  • Money, Stone, Iron, Gold, Oil, and moreExample resources include:
  • Resource nodes
  • Resource amounts
  • Harvesting system
  • Infinite-resource option
  • Resource nodes can disappear when depleted
  • Harvesters and resource-gathering units
  • Carry capacity and loading
  • Resource drop-off buildings
  • Automatic mine-to-base harvesting workflow
  • Automatic resource searching
  • Repeat harvesting and return-to-base behavior
  • Universal resource management foundation
  • Easily expandable for additional resource types and economy systems

🏢 Garrison System — Citizen Building Prefab

  • Garrisonable Citizen Building prefab
  • Buildings can contain multiple infantry units
  • Enter and exit commands
  • Multiple units can occupy the same building
  • Faction-based unit restrictions
  • Enemy factions can be prevented from entering
  • Garrisoned infantry can fire from buildings
  • Dedicated unit exit-position system
  • Units can leave through the UI

🧠 Abilities & Special Systems

  • Explore/Scout ability
  • Randomized exploration behavior
  • Exploration memory to prevent repeatedly visiting previously explored locations
  • Auto Build ability
  • Repair ability
  • Auto Repair ability
  • Universal Stop system
  • Expandable architecture for additional special abilities

New abilities can be added without rewriting the core command architecture.

🚚 Harvester & Resource Workflow

  • Select a harvester
  • Command it to a resource node
  • Automatically move to the resource
  • Harvest resources
  • Load resources according to carry capacity
  • Return to a resource drop-off building
  • Deposit resources
  • Return to harvesting
  • Automatic harvesting mode
  • Automatic resource-node searching

🤖 AI Foundation

  • Enemy patrol behavior
  • Enemy chase behavior
  • Enemy attack behavior
  • Faction-based enemy detection
  • Expandable architecture for larger RTS AI systems

🗺️ Minimap


- Clickable minimap with instant camera snap

- Battlefield overview with real-time camera viewport box

- Viewport box tracks camera position precisely

- Optional minimap rotation — map rotates

- Rotating minimap camera support

- Zoom-toward-cursor integration (box drifts with mouse + scroll)

- Accurate world-to-minimap UV mapping for any map size

- Configurable world size, center offset & invert toggles



🔊 Audio & Feedback

  • Modular unit and building audio
  • Unit selection voice responses
  • Movement voice responses
  • Attack voice responses
  • Commander/radio-style responses
  • Aircraft takeoff and landing audio
  • Return-to-base audio
  • Building responses
  • Randomized voice lines to reduce repetitive dialogue
  • Weapon sounds
  • Construction sounds

💥 Visual Effects

  • Modular visual-effect system
  • Weapon muzzle flashes
  • Projectile effects
  • Smoke effects
  • Tracer effects
  • Aircraft effects
  • Takeoff and landing effects
  • Hit effects
  • Impact effects
  • Explosions

🖥️ RTS UI

  • Unit command panel
  • Building production panel
  • Ability buttons
  • Health bars
  • Clickable minimap
  • Formation control panel
  • Selection feedback
  • Command feedback
  • Building production controls
  • Resource and economy interface foundation

🏷️ Building Economy

  • Customizable building costs
  • Multiple resource requirements
  • Affordability checking
  • Automatic resource payment
  • Building selling
  • Resource refunds when buildings are sold
  • Compatible with existing and future buildings

🌍 Built for Expansion


The same foundation can support:

Infantry • Tanks • Builders • Aircraft • Helicopters • Special Units • Buildings • Different Factions (Player,Enemy and neutral )• Different Eras • Custom Resources • Custom Weapons • Custom Abilities

The goal is simple:

Build Your RTS Once. Expand It Without Rebuilding the Core.

Add new units, buildings, weapons, factions, resources, eras, and abilities while continuing to use the same universal RTS foundation.

Made by Yazan