A powerful modular RTS framework with universal commands, combat, economy, construction, air forces, AI, and expandable systems for creating any unit or building, from ancient to futuristic eras.🔗 Watch demo on YouTube:(1) RTS Game Engine 2027 — Built for Unity Available Now full demo: By YazanDev - YouTubeAIR FORCE SYSTEM-RTS GAME ENGINE 2027-built for unity -YazanDev⚡ Quick Feature Summary🎮 Complete RTS Core — Camera, selection, universal commands, formations & rally pointsIncludes a Unique RTS Camera System:✓ Dynamic pitch-on-zoom✓ Cursor-anchored zoom✓ Distance-attenuated camera shake✓ Minimap rotation + click-to-move✓ 100% Inspector-tunable🧭 Automatic Pathfinding — Units automatically navigate to destinations🏗️ Construction System — Builders, ghost placement, construction progress & building production⚔️ Combat System — Weapons, projectiles, targeting, damage & hit reactions✈️ Air Force System — Fighters, helicopters, takeoff, landing, attack & return-to-base⛏️ Economy System — Money, Stone, Iron, Oil & customizable resources, harvesters, mining & drop-off🏢 Garrison System — Garrisonable buildings, multiple infantry, enter/exit & firing from buildings🧠 Universal Abilities — Explore, Build, Repair, Capture, Deploy & expandable special abilities🤖 AI Foundation — Patrol, chase, attack & expandable RTS AI architecture🗺️ Clickable Minimap — Map navigation and RTS battlefield overview🔊 Audio & VFX — Voice responses, weapons, construction, aircraft audio & combat effects🖥️ RTS UI — Command panels, production, abilities, health bars and selections & minimap🔄 Production System — spawn points & rally points🏷️ Building Economy — Construction costs, resource payment & building refunds📐 Advanced Formations — Multiple formation shapes, per-unit spacing & mixed-unit formations🌍 Highly Expandable — Supports different units( ground and Air units), buildings, factions(Player, Enemy and nuatral), eras & future systemsRTS Framework — FeaturesA modular and expandable RTS framework for Unity, built around a universal command and ability architecture. Create and control infantry, vehicles, aircraft, helicopters, builders, buildings, and specialized units while expanding the framework with new,eras, weapons, resources, and abilities.🎮 Core RTSRTS camera with WASD movement, mouse edge scrolling, zoom, rotate movement speed control, and map boundariesClick selection, drag-box selection, multi-unit selection, and ground-click deselectionDouble-click selection for selecting the same unit type ( click any already selected unit )command system for:Stop, Formation, Explore, Auto Build, Repair, Auto Repair,Universal command system for:Automatic pathfinding for units navigating across the battlefieldGround formations with multiple formation shapes and customizable spacingRally-point formationsMixed infantry and vehicle selectionsFaction-based unit and building control📐 Advanced Formation SystemLine, 2-Columns, 3-Columns, 5-Columns, Column, V-Shape, and CircleMultiple formation shapes including:Per-unit formation typePer-unit spacing settingsDifferent spacing for infantry, tanks, scouts, and other unit typesFormation switching through hotkeysFormation control through a dedicated UI panelUnits maintain formation while moving toward destinationsMixed groups of different unit types🏗️ Construction & BuildingsDozer/builder construction systemGhost building placementInspector-based building listsBuilding placement and construction workflowConstruction progress and build-time systemMultiple-builder construction speed bonusesPause and resume unfinished constructionSeparate construction and completed-building visualsBuilding completion effects, sounds,Modular building production systemBuilding spawn pointsBuilding rally pointsBuilding construction costsResource affordability checkingResource payment when constructingBuilding selling and resource refunds🏭 Unit ProductionBuildings can produce different unit typesInspector-based production listsProduction queue foundationUnit spawn pointsRally points for newly produced unitsSupports different production buildings such as Barracks, War Factories, Command Centers,Air Fields and other customizable buildings⚔️ Combat & WeaponsHealth and damage systemsMultiple projectile systemsStraight projectilesHoming projectilesArcing projectilesDifferent weapons for different unit typesAutomatic combat and target detectionAutomatic aiming and firing behaviorAdjustable physical hit reactions without requiring character animationsInspector-adjustable hit reaction strength, push distance, rotation, duration, and vertical movementAuto attack✈️ Air Force SystemDedicated aircraft flight system separate from ground formationsAircraft takeoff, flight, attack, return-to-base, and landingAirfield parking and aircraft assignmentAircraft automatically recognize their assigned home airfieldAircraft can be produced directly from airfieldsFighters can receive direct movement and attack commandsMultiple aircraft can attack the same target without stacking togetherIndividual attack angles and attack distancesFighters can approach targets from different directionsAircraft movement operates independently from ground-unit formation logicHelicopter support with vertical takeoff, and vertical landingCreate multiple aircraft types by configuring their projectile, damage, attack range, speed, and other combat valuesSupports different aircraft roles such as fighters, bombers, and other custom aircraft types⛏️ Resources & EconomyMultiple customizable resource typesMoney, Stone, Iron, Gold, Oil, and moreExample resources include:Resource nodesResource amountsHarvesting systemInfinite-resource optionResource nodes can disappear when depletedHarvesters and resource-gathering unitsCarry capacity and loadingResource drop-off buildingsAutomatic mine-to-base harvesting workflowAutomatic resource searchingRepeat harvesting and return-to-base behaviorUniversal resource management foundationEasily expandable for additional resource types and economy systems🏢 Garrison System — Citizen Building PrefabGarrisonable Citizen Building prefabBuildings can contain multiple infantry unitsEnter and exit commandsMultiple units can occupy the same buildingFaction-based unit restrictionsEnemy factions can be prevented from enteringGarrisoned infantry can fire from buildingsDedicated unit exit-position systemUnits can leave through the UI🧠 Abilities & Special SystemsExplore/Scout abilityRandomized exploration behaviorExploration memory to prevent repeatedly visiting previously explored locationsAuto Build abilityRepair abilityAuto Repair abilityUniversal Stop systemExpandable architecture for additional special abilitiesNew abilities can be added without rewriting the core command architecture.🚚 Harvester & Resource WorkflowSelect a harvesterCommand it to a resource nodeAutomatically move to the resourceHarvest resourcesLoad resources according to carry capacityReturn to a resource drop-off buildingDeposit resourcesReturn to harvestingAutomatic harvesting modeAutomatic resource-node searching🤖 AI FoundationEnemy patrol behaviorEnemy chase behaviorEnemy attack behaviorFaction-based enemy detectionExpandable architecture for larger RTS AI systems🗺️ Minimap- Clickable minimap with instant camera snap- Battlefield overview with real-time camera viewport box- Viewport box tracks camera position precisely- Optional minimap rotation — map rotates- Rotating minimap camera support- Zoom-toward-cursor integration (box drifts with mouse + scroll)- Accurate world-to-minimap UV mapping for any map size- Configurable world size, center offset & invert toggles🔊 Audio & FeedbackModular unit and building audioUnit selection voice responsesMovement voice responsesAttack voice responsesCommander/radio-style responsesAircraft takeoff and landing audioReturn-to-base audioBuilding responsesRandomized voice lines to reduce repetitive dialogueWeapon soundsConstruction sounds💥 Visual EffectsModular visual-effect systemWeapon muzzle flashesProjectile effectsSmoke effectsTracer effectsAircraft effectsTakeoff and landing effectsHit effectsImpact effectsExplosions🖥️ RTS UIUnit command panelBuilding production panelAbility buttonsHealth barsClickable minimapFormation control panelSelection feedbackCommand feedbackBuilding production controlsResource and economy interface foundation🏷️ Building EconomyCustomizable building costsMultiple resource requirementsAffordability checkingAutomatic resource paymentBuilding sellingResource refunds when buildings are soldCompatible with existing and future buildings🌍 Built for ExpansionThe same foundation can support:Infantry • Tanks • Builders • Aircraft • Helicopters • Special Units • Buildings • Different Factions (Player,Enemy and neutral )• Different Eras • Custom Resources • Custom Weapons • Custom AbilitiesThe goal is simple:Build Your RTS Once. Expand It Without Rebuilding the Core.Add new units, buildings, weapons, factions, resources, eras, and abilities while continuing to use the same universal RTS foundation.Made by YazanSetup & RequirementsInput System: Both Old and New Input Systems are supported.HDRP UsersFor materials, use Upgrade Materials after opening the project in HDRP.If required, create a new Directional Light for proper scene lighting.Terrain / Ground SetupThe Terrain must be assigned to a Ground layer (or another layer configured as the ground layer in the system).The Ground/Terrain must have a Collider enabledAdditional PackagesThe following package are required:AI Navigation — required for navigation and NavMesh functionality.TextMeshPro — required for the UI Canvas and text elements.scene include terrain 250*250 must be baked“AI was used as a coding assistant and for help with documentation and images, including media card backgrounds and UI canvas decoration. RTS unit and building source images, as well as background textures, were generated with ChatGPT. I cropped each unit and building images individually from the generated images and manually edited them in Windows 11 Paint 3D, including brush editing, adding my own text, and arranging the cropped elements to create the final UI decoration and resource system background.”




