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Making a RTS game #35: Improving unit navigation & adding unit formations 2/2 (Unity/C#)
Let’s continue discussing unit navigation and formations and finish implementing this feature in our RTS!
⬅️ Tutorial #34: Improving unit navigation & adding unit formations 1/2 | TOC | Tutorial #36: Using workers to construct buildings 1/3 ➡️
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🚀 Find the code of this tutorial series on my Github!

Last time, we talked about our unit formation system and we started to implement the “leader” side: we can now designate one of the selected units as the one that’s to do the computation, have it perform this computation of offsets and/or positions and finally send them as via events to the rest of the group.
Today, let’s see how to receive this data and use it in our behaviour tree to restore the unit movement feature, improved with the formations. Then, we’ll also take a look at how to create some more “rigid” formations that don’t use a random distribution for computation but rather handmade rules.