Making a RTS game #52: Implementing a technology tree 3/3 (Unity/C#)

Let’s continue our RTS and keep working on our technology trees!

Mina Pêcheux
CodeX

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⬅️ Tutorial #51: Implementing a technology tree 2/3| TOC| Article #53: Final words, thanks… and an ebook! ➡️

📕 Get the ebook and bonus material on Gumroad!
🚀 Find the code of this tutorial series on my Github!

In the last two episodes, we talked about technology trees and we implemented a basic system that allows us to build a tree out of nodes, display it in our game UI with a nice positioning algorithm and then research new techs that are stored along with the rest of the game session data.

However, for now, editing the overall hierarchy of our tech tree isn’t very easy: we need to manually select each tech node Scriptable Object, update its values and optionally its children, to create the right connections, all this while keeping a mental representation of the current shape of the tree.

This is clearly not ideal for game designers!

So, today, we’re going to wrap this up by creating a Unity editor tool to make the edition of our tech trees easier :)

Note: this tutorial is fairly long compared to others, and it is not absolutely essential

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Mina Pêcheux
CodeX

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 :)