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Real Time Strategy -RTS template preview
Unity

Real Time Strategy -RTS template

By YazanDev

$54.99

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $38.49. The latest store price is $54.99.

Recorded prices for Real Time Strategy -RTS template 4 price observations from Oct 13, 2026 to Nov 2, 2026. Lowest recorded price $38.49. Exact dates and prices are listed below. $0.00 $27.50 $54.99 Oct 13, 2026: $54.99. Unity First Price 2026-10-13 2026-10-13 Oct 13, 2026: $38.49. Unity New Release Discount 2026-10-13 2026-10-27 Oct 13, 2026: $38.49. Unity New Release Discount 2026-10-13 2026-10-27 Nov 2, 2026: $54.99. Latest store price Oct 13, 2026 Nov 2, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$54.99Latest store price
$38.49Unity New Release Discount 2026-10-13 2026-10-27
$38.49Unity New Release Discount 2026-10-13 2026-10-27
$54.99Unity First Price 2026-10-13 2026-10-13

Sale and bundle history

The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Real Time Strategy -RTS template

  • Audio > Sound Effects & Ambience
  • Tools, Systems & Learning > Game Templates & Systems
  • Theme > Military & Combat
  • Art & Visuals > VFX
  • Art & Visuals > UI & GUI
A 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 RTS
- RTS camera with WASD movement, mouse edge scrolling, zoom, rotate movement speed control, and map boundaries
- Click selection, drag-box selection, multi-unit selection, and ground-click deselection
- Double-click selection for selecting the same unit type
- Command system for: Stop, Formation, Explore, Auto Build, Repair, Auto Repair
- Automatic pathfinding for units navigating across the battlefield
- Ground formations with multiple formation shapes and customizable spacing
- Rally-point formations
- Mixed infantry and vehicle selections
- Faction-based unit and building control

Advanced Formation System
- Multiple formation shapes including: Line, 2-Columns, 3-Columns, 5-Columns, Column, V-Shape, and Circle
- Per-unit formation type and spacing settings
- Different spacing for infantry, tanks, scouts, and other unit types
- Formation switching through hotkeys and dedicated UI panel
- Units maintain formation while moving toward destinations
- Mixed groups of different unit types

Construction & Buildings
- Dozer/builder construction system
- Ghost building placement
- Inspector-based building lists
- Building placement and construction workflow
- Construction progress and build-time system
- Multiple-builder construction speed bonuses
- Pause and resume unfinished construction
- Separate construction and completed-building visuals
- Modular building production system with spawn and rally points
- Building construction costs, resource affordability checking, and payment
- Building selling and resource refunds

Unit Production
- Buildings can produce different unit types
- Inspector-based production lists and production queue foundation
- Unit spawn points and rally points for newly produced units
- Supports different production buildings such as Barracks, War Factories, Command Centers, Air Fields and other customizable buildings

Combat & Weapons
- Health and damage systems
- Multiple projectile systems: Straight, Homing, and Arcing projectiles
- Different weapons for different unit types
- Automatic combat and target detection
- Automatic aiming and firing behavior
- Adjustable physical hit reactions without requiring character animations
- Inspector-adjustable hit reaction strength, push distance, rotation, duration, and vertical movement
- Auto attack

Air Force System
- Dedicated aircraft flight system separate from ground formations
- Aircraft takeoff, flight, attack, return-to-base, and landing
- Airfield parking and aircraft assignment
- Aircraft automatically recognize their assigned home airfield
- Aircraft can be produced directly from airfields
- Fighters can receive direct movement and attack commands
- Multiple aircraft can attack the same target without stacking together
- Individual attack angles and attack distances
- Fighters can approach targets from different directions
- Aircraft movement operates independently from ground-unit formation logic
- Helicopter support with vertical takeoff and vertical landing
- Create multiple aircraft types by configuring their projectile, damage, attack range, speed, and other combat values
- Supports different aircraft roles such as fighters, bombers, and other custom aircraft types

Resources & Economy
- Multiple customizable resource types (Money, Stone, Iron, Gold, Oil, and more)
- Resource nodes with amounts and harvesting system
- Infinite-resource option
- Resource nodes can disappear when depleted
- Harvesters and resource-gathering units
- Carry capacity and loading
- Resource drop-off buildings
- Automatic mine-to-base harvesting workflow
- Automatic resource searching
- Repeat harvesting and return-to-base behavior
- Universal resource management foundation
- Easily expandable for additional resource types and economy systems

Garrison System
- Garrisonable Citizen Building prefab
- Buildings can contain multiple infantry units
- Enter and exit commands
- Multiple units can occupy the same building
- Faction-based unit restrictions
- Enemy factions can be prevented from entering
- Garrisoned infantry can fire from buildings
- Dedicated unit exit-position system
- Units can leave through the UI

Abilities & Special Systems
- Explore/Scout ability with randomized exploration behavior and memory to prevent repeatedly visiting previously explored locations
- Auto Build ability
- Repair ability
- Auto Repair ability
- Universal Stop system
- Expandable architecture for additional special abilities
- New abilities can be added without rewriting the core command architecture

Harvester & Resource Workflow
- Select a harvester and command it to a resource node
- Automatically move to the resource and harvest
- Load resources according to carry capacity
- Return to a resource drop-off building and deposit resources
- Return to harvesting with automatic harvesting mode and resource-node searching

AI Foundation
- Enemy patrol, chase, and attack behavior
- Faction-based enemy detection
- Expandable 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 and 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 & Feedback
- Modular unit and building audio
- Unit selection, movement, and attack voice responses
- Commander/radio-style responses
- Aircraft takeoff and landing audio, return-to-base audio, and building responses
- Randomized voice lines to reduce repetitive dialogue
- Weapon and construction sounds

Visual Effects
- Modular visual-effect system
- Weapon muzzle flashes, projectile effects, smoke, tracers, and aircraft effects
- Takeoff and landing effects, hit effects, impact effects, and explosions

RTS UI
- Unit command panel, building production panel, and ability buttons
- Health bars, clickable minimap, and formation control panel
- Selection feedback, command feedback, building production controls, and resource and economy interface foundation

Building Economy
- Customizable building costs and multiple resource requirements
- Affordability checking and automatic resource payment
- Building selling and resource refunds when buildings are sold
- Compatible with existing and future buildings

Built for Expansion
The 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 Abilities.

The 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 Yazan

Unity price last checked .

Prices and availability may change.