Loading store…
Gita Assets

Large Scale Combat System - RTS Sieges

Large Scale Combat System - RTS Sieges · Unity Template · Preview 1

Asset description

Large Scale Combat System Command entire armies and formations, not individual soldiers. LSCS is a complete RTS battle framework for Unity, built for field battles and siege warfare similar to games like Total War. Try the playable demo: Download Support and questions: Discord Setup videos: Playlist This includes a complete GPU Vertex Animation System to render large crowds: GPU Animation Instancer - Crowds | Attachments | Animation Tools | Unity Asset Store Core Formation player controls box selection, shift-clicking, right-click move and attack orders. Right click-drag to widen A modular tactical AI for field battles and sieges A combat model with counters, flanking and morale Job-based managers and GPU animation for very large unit counts Everything configured through ScriptableObjects, no scripting needed Combat Unit types: melee, archers, musketeers, cavalry, horse archers, elephants, siege towers and siege artillery Two damage models: classic HP, or a Rome 1 style system where morale decides the battle Flanking, elevation and cavalry charges with knockback Morale and generals: formations that break rout from the field Artillery: catapults with area damage that can break gates Deployment phase before the battle Siege warfare (updated in 4.0) Fight for the walls: stairs, ladders and siege towers bring troops onto the battlements Ladders are carried by formations, raised at the wall and can be pushed over by defenders Battering rams and catapults break the gates Defence towers shoot at attackers, optionally only while defendends are on its wall section Wall deployment for the player and the AI, with fixed artillery positions Capture zones decide the battle once the walls are breached Tactical AI Field: battle line, reserves, cavalry flanking, horse archer kiting, archer and artillery targeting Siege attacker: finds the weakest point (or distributes) and attacks with rams, ladders and towers. Can attack multiple gates and sections at once Siege defender: moves troops to the segments under attack and guards the gates. Changes wall position depending on where the siege happens AI vs AI for autobattles and balance testing BattleGrid influence map, so the AI avoids danger if possible, used also for flanking Presentation Formation flags with health and status Minimap with units, gates and capture zones Visualisers for paths, firing arcs and ranges Mobile touch input Performance Movement, targeting and climbing run through the C# Job System and Burst. The included vertex animation system replaces SkinnedMeshRenderers with GPU instancing, with a hybrid LOD that keeps real Animators near the camera. Requirements Unity 6.3 or newer (6.4 preferred) The new Input System A baked NavMesh in every battle scene High-Performance Core (Job System & Burst) Movement, cohesion, unit rotation, target acquisition and flag billboarding run through Unity's C# Job System and the Burst Compiler, spread across multiple CPU cores. For large unit counts the included Vertex Animation Baker replaces SkinnedMeshRenderers with vertex-baked animations drawn by GPU instancing. A hybrid LOD mode keeps real Animators on units near the camera and switches to instanced animations further out, so close soldiers keep full Mecanim quality while the rest of the army costs a fraction of it. Formation & RTS Controls Standard RTS input: box selection, shift-clicking, right-click move and attack orders. Drag to form: set formation width and facing with a click and drag, the way the classic strategy titles do it. Orders during combat: pull formations out of a fight to retreat, reposition or feint. Cohesive movement: faster units wait for slower ones, so the battle line arrives together instead of strung out. Mobile input: a dedicated touch input manager with pan, pinch zoom, rotation, tap selection and drag selection. Combat Mechanics Charges: configurable charge damage multiplier and duration, plus knockback with adjustable force, duration, damage multiplier and impact mode (single target or area). Units can be individually flagged as immune, so braced infantry and elephants can hold their ground. Positional tactics: attacks from outside the defender's frontal cone bypass shields and defence skill. High ground and low ground apply their own modifiers. Two damage models: a standard HP system, or a Rome 1 style two-roll system where a hit rolls separately to connect and to kill. Switching is one drag-and-drop field on the DamageModifierSO, with no changes to your unit data apart from further optional customization values. Unit counters: define rock-paper-scissors relationships (spearmen beat cavalry, archers beat spearmen) in the DamageModifierSO. The AI reads the same table so a well-filled matrix makes it pick better fights. Morale and generals: generals radiate morale effects to nearby formations. Casualties, flanking, arrow fire and the death of a general all feed in, and a broken formation routs to the nearest map exit. Unit types: melee infantry, foot archers, musketeers with rank fire and a kneeling front row, cavalry, horse archers with 360 degree firing, and elephants. Units can optionally not shoot if a friendly formation is in front (used for musketeers) Ranged Weapons: Freely defineable trough Scriptable objects (damage, arrea damage, pierce trough x amount of units, effects, trails). Ranged weapons can be gpu instanced (recommended) or classic gameobjects. Siege Warfare Attack anything: the DestructibleTarget system lets units target gates, buildings, towers and any custom destructible object, not just other units. Destructible gates: NavMesh Obstacles carve the mesh while the gate stands and reopen the path when it falls. Walkable walls: snap formations onto ramparts, with climbable stairs handling the level change between ground and wall. Capture zones: capture timers, per zone priority, choke points that spread attackers across entrances instead of funnelling them through one gap, and a tug-of-war score. Threat sensors: wall segments raise their own priority as enemies approach, so defenders shift to answer the real attack instead of holding an empty section. Siege Equipment: Use Siege Towers and ladders to take the walls. Siege Rams and Catapults can destroy gates. Ladders can be toppled (optionally) as long as not enough attackers have arrived on the walls yet (optionally). Use catapults area damage to clear the walls or assault siege attackers Defensive Towers: Shoot automatically at attackers when linked wall segments are defended with a given amount of units per segment (optionally). Can also be used in field battles Modular AI Framework ScriptableObject brains: build AI personalities by assembling Strategy assets from Tactic assets. No code required. Included tactics: Army Battle Line, Reserve & Flank Guard, Establish Front Line, Flank with Cavalry, Horse Archer Harass, Archer Target Selection. Siege tactics: Attack Castles, Defend Castle, Attack Gate, Occupy Archer Positions, Man The Walls, Defend Gate, Capture Points, Recapture Points, Field Battle, Skirmish, Catapult placement, Archer placement, Flank. BattleGrid: an influence map of danger and opportunity per team and unit type. Cavalry gives spear formations a wide berth while riding through arrow fire to reach the archers behind them. Per unit type perception is changeable in a settings asset. Path awareness: the AI checks line of sight and path safety before committing to an attack. Autobattles: switch the game mode enum from Player vs AI to AI vs AI and watch both sides fight. Works in field battles and sieges. Supporting Systems Formation flags: job-based billboards with health bars and status indicators for engaged, moving, charging, shooting and flanked. Minimap: tracks formations, the camera, gates, towers and capture zones, with live ownership colours and per object icons. Spawning: spawn points with per unit type restrictions, facing correction and snap-to-NavMesh. Audio: a pooled sound system that handles combat sounds without spamming AudioSources. In-game visualisers: paths, detection areas, firing arcs and general auras, toggled with a key. Source & Documentation Full C# source is included. The architecture is built on abstract ScriptableObject base classes (CombatBehaviourSO, CombatPlacementSO, AITacticSO, CombatRulesetSO, RangedWeaponSO, VisualizerSO), so adding your own unit behaviour, AI tactic, weapon type or damage model means inheriting one class and overriding a couple of methods.

Large Scale Combat System - RTS Sieges · Unity Template · Preview 3Large Scale Combat System - RTS Sieges · Unity Template · Preview 4Large Scale Combat System - RTS Sieges · Unity Template · Preview 5Large Scale Combat System - RTS Sieges · Unity Template · Preview 6Large Scale Combat System - RTS Sieges · Unity Template · Preview 7Large Scale Combat System - RTS Sieges · Unity Template · Preview 8Large Scale Combat System - RTS Sieges · Unity Template · Preview 9Large Scale Combat System - RTS Sieges · Unity Template · Preview 10Large Scale Combat System - RTS Sieges · Unity Template · Preview 11