Making a RTS game #23: Implementing behaviour trees for our units 1/3 (Unity/C#)

Let’s see how to model complex AI behaviour for the units of our RTS!

Mina Pêcheux
C# Programming

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⬅️ Tutorial #22: Producing some resources with our buildings| TOC | Tutorial #24: Implementing behaviour trees for our units 2/3 ➡️

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🚀 Find the code of this tutorial series on my Github!

So far, we’ve gradually added more and more features to our units, but we’ve mostly focused on buildings. And actually, all that buildings can do is produce resources and some units. On the other hand, the only “skill” characters have at the moment is that they can move around the map using Unity’s built-in navigation system.

But what if we wanted to make a more interesting AI-behaviour for those entities? What if we wanted those character units to obey the player but also have some default reactions, for example if they spot an enemy? What if we wanted the buildings to have some range attacks to defend your camp?

Today and in the two next tutorials, we’re going to see how we can model those advanced AI systems and extend the skillset of our units. Since it’s a pretty complex feature, we’ll split it in 3 parts:

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Mina Pêcheux
C# Programming

I’m a freelance full-stack web & game developer. I’m passionate about topics like CGI, music, data science and more! Find me at: https://minapecheux.com :)