Command multiple squads in clean tactical formations — RTS drag-to-place preview, obstacle avoidance, 7 formations, and animated low-poly soldiers. Pure C#, no NavMesh required.The core formation system is pure C# with no shaders or materials, so it works inany render pipeline (Built-in, URP, HDRP). The included demo scene uses Built-in(Standard) shaders — for URP/HDRP, convert the demo materials viaEdit ▸ Rendering ▸ Materials ▸ Convert Selected Built-in Materials, or reassignthem to your pipeline's shader.Give any group of units real military discipline in a single line of code.Formation System keeps squads locked in formation while they march, turn, and re-form around a moving heading — no NavMesh baking, no Rigidbody physics, no external packages. Just clean, readable C# transform movement.MULTI-SQUAD RTS CONTROLRun many squads at once, each with its own team colour. Click one to select it, then drag on the ground to place it — a live ghost footprint shows exactly where each unit will stand and which way it will face. Release and the squad marches over and forms up. A drop-in RtsFormationController + Squad you can build on.OBSTACLE AVOIDANCEUnits steer around anything with a collider — buildings, props, terrain — funnelling through gaps instead of clipping through walls, then reform on the far side. No NavMesh required.7 BUILT-IN FORMATIONSLine, Column, Wedge, Vee, Box, Circle, Echelon. Switch at runtime — units re-assign to their nearest new slot with no crossing or teleporting.ANIMATED SOLDIERS INCLUDEDA stylised low-poly soldier built from primitives, with a code-driven walk cycle — legs and arms swing, stride tied to speed. No imports, no rig, no Animator. Prefer your own characters? Drop your prefab into one field.CLEAN & YOURS TO EXTEND- Fully commented C# source, no DLLs- Small, single-purpose classes: FormationManager, FormationUnit, ProceduralWalk, Squad- Works with both the legacy Input Manager and the new Input System- One-click demo scene: Tools > Formation System > Create Demo SceneBuilt for the Built-in Render Pipeline. The core system has no shaders or materials, so it runs in any pipeline — convert the demo materials for URP/HDRP.Perfect for RTS, tower defense, tactics, auto-battlers, and any game with groups that need to move as one.- 7 formations: Line, Column, Wedge, Vee, Box, Circle, Echelon- Multi-squad selection + RTS drag-to-place footprint preview (drag sets facing)- Obstacle avoidance via colliders — no NavMesh required- Global nearest-slot assignment (no path crossing) + crowd separation- Stable formation when moving/rotating — no needless unit shuffling- Animated low-poly soldier included: code-driven walk, no rig or Animator- Works with both the legacy Input Manager and the new Input System- Fully commented C# source — no DLLs, no third-party dependencies- One-click demo scene: Tools > Formation System > Create Demo Scene- Runtime API: MoveTo, MoveToFacing, SetFacing, Reform, Slots()The C# scripts were written with the help of an AI coding assistant, then reviewed, tested, and compiled by the developer. All visual content — soldiers, terrain, trees, and UI markers — is generated procedurally from Unity primitives in code. No AI image/art generators were used, and no AI-generated or third-party art assets are included.




