StrategyCore - Complete RTS & Sim Suite
资源介绍
⚔️ Strategy Core: Complete RTS & Sim Suite 🟢 Fully Supports Unity 6 & Unity 2022.3 LTS Building an RTS in Unity usually means fighting two battles: keeping performance high, and getting completely different systems (like pathfinding, UI, and combat) to actually talk to each other without turning your codebase into spaghetti. Strategy Core Suite solves that. It brings together standalone RTS packages into a single, fully integrated ecosystem. Unlike rigid, all-in-one templates that force you to build your entire game inside a pre-made box, this suite is completely modular. Configure your data via ScriptableObjects, and the system automatically converts them to lightweight, highly optimized components on initialization. You can drop high-performance Burst-compiled formation movement or an advanced wall-snapping system directly into your existing project, or use the automated Scene Wizard to setup the scene in seconds. 📄️ Documentation: Link 📦 What’s Inside? (Save $30) Instead of buying isolated assets and wasting days trying to glue them together, you get them pre-integrated out of the box. Moving Formations (Runtime Groups & Boids) (Separately: $39.99) Advanced Wall System (with Object Placement) (Separately: $24.99) Flexible Tooltip System + Hover Cursor (Separately: $25.00) Modular RTS Core Kit (Separately: $20.00) Unit Selection V2 (Separately: $15.00) Player Camera (Separately: $5) 🏷️ Total Standalone Value: $130 🚀 Key Features Automated Scene Wizard: Go to Tools, TRavljen, and Scene Wizard to configure your scene instantly. We offer a step-by-step setup for the player, selection, interactions, camera, and UI. No manual reference headaches. Targeted Job System Performance: We use Unity Jobs and the Burst Compiler where they matter most. This powers the boids behavior in our formations and the combat queries inside our spatial grid, keeping your game smooth even with large armies. Advanced Wall and Object Placement: Features modular placement with continuous snapping and automatic gate replacement. Our raycasting automatically detects terrain and colliders for smooth validation. Static vs. Dynamic Formations: Includes a static layout system for placement previews and a dedicated runtime package for managing complex unit movement. Tactical AI: Units feature weighted-distance target selection with smart rules, such as spearmen automatically hunting cavalry. Battle Simulation includes army roster/budget UI, aggressive/defensive modes, and formation attack tasks. Complete RTS Economy: Out-of-the-box data structures for factions, resources, gathering, production queues, and population limits. Save / Load Persistence: Entity, player, task, and world state with JSON storage, migrations, async reload; pause/save/load UI + save slots in Integration. Player UI + Actions API: Actions/hotkeys, details, selection stacks, production, garrison, idle workers, resources; SO/runtime actions with pooling and CanExecute. 🛠️ Technical Specifications Input: Supports all input types. For New Input system, PlayerInput asset was created to specify actions of all packages used. Workflow: Designer-friendly GameObject workflow. You can attach your own scripts, use standard animations, and visually debug prefabs instantly without extra work. Extensibility: Deeply decoupled architecture. Relying on abstract tasks managed by a unified system, you can replace the combat module or specific unit components to inject custom logic safely. Pathfinding: Built natively on Unity NavMesh, with support to easily swap or integrate with A* Pathfinding frameworks. Unity Support: Compatible with Unity 2022.3 LTS through to official Unity 6. Clean Data Management: Use our centralized database tool to manage all your units, structures, research, factions, actions and formation libraries from one Editor window. 📭 Support Ready: Have a question or need help?📝 Recent Patch Notes (v2.0.0) Added: Persistence / save-load + pause/save/load UI Added: Player UI + Actions API Added: Shared input helpers + PlayerInput assets Improved: Formations & Battle Simulation (roster/budget, placement outline, modes)