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Creating an RTS Game in Unity 2023

You're reading from  Creating an RTS Game in Unity 2023

Product type Book
Published in Oct 2023
Publisher Packt
ISBN-13 9781804613245
Pages 548 pages
Edition 1st Edition
Languages
Author (1):
Bruno Cicanci Bruno Cicanci
Profile icon Bruno Cicanci

Table of Contents (23) Chapters

Preface 1. Part 1: Foundations of RTS Games
2. Chapter 1: Introducing Real-Time Strategy Games 3. Chapter 2: Setting Up Unity and the Dragoncraft Project 4. Chapter 3: Getting Started with Our Level Design 5. Chapter 4: Creating the User Interface and HUD 6. Part 2: The Combat Units
7. Chapter 5: Spawning an Army of Units 8. Chapter 6: Commanding an Army of Units 9. Chapter 7: Attacking and Defending Units 10. Chapter 8: Implementing the Pathfinder 11. Part 3: The Battlefield
12. Chapter 9: Adding Enemies 13. Chapter 10: Creating an AI to Attack the Player 14. Chapter 11: Adding Enemies to the Map 15. Part 4: The Gameplay
16. Chapter 12: Balancing the Game’s Difficulty 17. Chapter 13: Producing and Gathering Resources 18. Chapter 14: Crafting Buildings and Defense Towers 19. Chapter 15: Tracking Progression and Objectives 20. Chapter 16: Exporting and Expanding Your Game 21. Index 22. Other Books You May Enjoy

Controlling the camera

The main camera has two different movements that the player can control: zooming in and out and panning vertically and horizontally. Although the player can perform both actions, there are limits defined by us, so any movement and zoom will display only assets and areas that the player can really see and interact with, hiding the edges of the world.

We are going to write a quite simple, yet flexible script to add a component to the main camera in the scene. The parameters exposed by the component in the Inspector window will make it easier to tweak and find the best values for each attribute.

So, create a new folder inside Scripts called Camera, and create a new script there called CameraController.cs. Now, first, we are going to define all the properties in this class, as shown in the following script (notice that although the properties are private, the [SerializeField] attribute will expose them in the Inspector window so we can easily update the values...

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