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HyperRTS - highly modular and extensible real-time strategy (RTS) engine for Unity, built on top of Unity’s DOTS. Designed to provide developers with the essential tools needed to create high-performance RTS games.

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HyperRTS

A real-time strategy engine for Unity DOTS (Entities, Burst, Jobs, Netcode for Entities). It provides the systems an RTS needs; a game supplies units, factions, maps and rules. Content is authored with components and prefabs, and the simulation runs headless for tests and dedicated servers.

Features

Area Included
Control Click, box and double-click selection, control groups, smart right-click, queued orders, attack-move, patrol, escort, stop, hold
Movement Grid A* with smoothing, separation, formations, terrain height, ground / naval / amphibious / air layers, bridges
Economy Any number of resource types, harvesters, drop-offs, finite or regrowing nodes, power
Bases Snapped placement, builder construction, production and research queues, rally points, prerequisites, population, repair, sell
Combat Auto-targeting, stances, instant and projectile weapons, splash, damage types, directional armor, ammo, veterancy
Mechanics Upgrades, area fields, cooldown abilities and player powers, capture, garrisons and transports, aircraft with airfields, stealth and detection
Vision Per-team fog of war with explored state and terrain line of sight
Players Teams, colours, human / AI / remote slots, victory and defeat, skirmish AI with build orders and difficulties
Multiplayer Server-authoritative Netcode: host, dedicated server, relay, join and rejoin, per-client fog relevancy
Presentation UI Toolkit HUD, team colours, overlays, fog rendering, pooled audio with unit voices
Replays State recording, playback, seek
Editor Scene wizard, role templates, validator with quick fixes, stats catalog and tech tree, Play-mode debug overlay and cheats

Try it

Open the project in Unity 6000.6.4f1, open Assets/Demo/Scenes/SampleScene.unity and press Play. You start in the south-west base against an AI in the north-east. Controls: getting started.

Use it in a game

Add this repo as a git submodule and reference the package from Packages/manifest.json:

"com.hyperrts.engine": "file:../External/HyperRTS/Packages/com.hyperrts.engine"

Then follow getting started.

Docs

Doc For
Getting started First playable skirmish in the editor, no code
Architecture Assemblies, worlds, frame order, the gameplay contract
Modules Components and systems of every module
Extending Game code: new mechanics, HUD, AI, front-end integration
Networking Sessions, join, replication, relay, fog relevancy
Editor Menus, authoring conventions, validation, debug tools
Testing TestWorld, test kits, validation in CI
Roadmap Status and open work

Requirements

Unity 6000.6.4f1, URP 17.6, Entities 6.6, Entities Graphics, Unity Physics, Netcode for Entities, Input System.

License

MPL-2.0: changes to HyperRTS files stay open source; games built on it can be closed source.

About

HyperRTS - highly modular and extensible real-time strategy (RTS) engine for Unity, built on top of Unity’s DOTS. Designed to provide developers with the essential tools needed to create high-performance RTS games.

Topics

Resources

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0 stars

Watchers

1 watching

Forks

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