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Character control for sci-fi RTS game?

Discussion in 'General Discussion' started by Scott2112, Mar 1, 2016.

  1. Scott2112

    Scott2112

    Joined:
    Feb 1, 2016
    Posts:
    12
    I'm currently working on a RTS game where the player controls everything through the games UI. What is the best way to handle the control of the game characters? I've got the script moving them around and animating but I'm having issues with the physics interaction.
    Third person controller attached to each character with camera disabled maybe?
    Is there a better way to handle this?
     
  2. nickyoso1

    nickyoso1

    Joined:
    May 2, 2011
    Posts:
    85
    In the standard assest there is a prefab "AIThirdPersonController", maybe that could be what you're looking for?
     
  3. Kiwasi

    Kiwasi

    Joined:
    Dec 5, 2013
    Posts:
    16,860
    The normal way for an RTS is not to have physics. It's normally faked in some way.

    You can use physics, but it becomes pretty expensive once you have a few hundred agents on the board.
     
  4. neginfinity

    neginfinity

    Joined:
    Jan 27, 2013
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    13,569
    AIThirdPersonController runs on top of ThirdPersonController, which uses root motion, has jump and run, and also scans environment with raycasts for autocrouch. Also, it is a rigidbody.

    You probably don't want something like that in any RTS, especially for vehicles.