Unity games & assets

RTS Battle Kit

2016-10-01 15_59_12-Unity Personal (64bit) - Example scene.unity - RTS Battle kit 2.0 - PC, Mac & Li

The RTS Battle Kit is a complete, real-time battle kit. Set up cool battles and let players deploy, select and move several different units in real time. Automatically spawned AI enemies will battle your troops and try to destroy your castle. Deploy troops like giants and knights to stop and defeat them!

Asset Store: RTS battle kit

    • Mike Gummelt on September 13, 2016 at 11:51 pm


    Hi, does this come with the original Blender assets for the characters? In case I want to modify them (change their weapon, create new enemy types, archers, etc.)?


      • T3Dmake on September 14, 2016 at 11:23 am
      • Author


      Hi Mike, at the moment Blender files are not included, but I’m working on a big update for the kit so I will probably include the files in the update so you can modify them. The update also includes archers and a modular castle.

    • Taylor H on October 11, 2016 at 9:58 pm


    I’m running into an issue where unity is just crashing with this asset? All I changed was duplicating the enemy spawner and configuring the new spawner to spawn allies from the player’s castle to attack the enemy castle. Even if i do nothing to interfere and let it run it still crashes.

    The weirdest part is it doesn’t crash immediately, it seems to crash after maybe a minute or two. I’m trying to go through the crash log to figure out whats going on and it seems related to the vertex buffer? But I’m sort of out of my depth.

      • T3Dmake on October 12, 2016 at 1:02 pm
      • Author


      Hi, I’ve send you a mail to help you solve the problem.

    • Ahmed on October 14, 2016 at 12:09 pm



    Is there any demo (webplayer) that I can try the asset on before buying?

      • T3Dmake on October 14, 2016 at 2:48 pm
      • Author


      Hi, yes here’s a demo: https://drive.google.com/file/d/0BwQm9TjTxcoJT2JIVDJVczFXVE0/view?usp=sharing

      – wasd to move camera around
      – press scroll wheel to look around
      – Click UI button to select a unit and click anywhere to deploy troops
      – Press space or use button to start/end selection mode
      – In selection mode, click & drag mouse to select troops
      – If troops are selected, right click to move them or press ‘x’ to deselect all
      – Hover over buttons to see stats
      – Press the gear button to pause game and open settings or use p

    • Joe on November 10, 2016 at 7:34 pm


    Does this have multiplayer support? Thanks!

      • T3Dmake on November 10, 2016 at 7:56 pm
      • Author


      I’m sorry, the kit is currently single player.
      Edit: I’m working on uNet support

    • duc on December 3, 2016 at 3:55 pm


    Please Send my mail huynhduc3101@gmail.com file .apk test game ?

    • ouyang on March 9, 2017 at 12:14 pm


    Is it possible to have the RTS suite support 2D mode? I would like to bring him more users, I will buy it, 2D castle attack and defense, even if it is horizontal version I also feel very interesting

      • T3Dmake on March 9, 2017 at 12:40 pm
      • Author


      Hi, the RTS Battle Kit is 3D. You could position the camera top-down.

    • Rick on April 4, 2017 at 3:25 pm


    Does the RTS kit have the ability to build outpost, barrack, or storage buildings like a lot of rts games do?

      • T3Dmake on April 4, 2017 at 6:32 pm
      • Author


      Hi, the kit is designed for battles between units and it doesn’t currently support buildings.

        • Rick on April 5, 2017 at 3:15 am


        thats disappointing as I had a few ideas I had hoped to use this great looking asset for. It looks awesome otherwise but I think I will use another asset.

    • shubham garg on May 28, 2017 at 6:49 am


    Can this be made server authoritative? Wont it be just easy to cheat otherwise?

      • T3Dmake on May 28, 2017 at 7:37 pm
      • Author


      Hi, I don’t know much about cheating in Unity games, but you could for example take a look at the anti-cheat toolkit.

    • Thomas Moates on June 3, 2017 at 5:00 am


    Hi, could replace the castle with you own custom castle model?

      • T3Dmake on June 3, 2017 at 7:31 am
      • Author


      Hi, of course you can. There’s documentation explaining how to do it.

    • Tom on June 6, 2017 at 5:25 am


    Hi, is there anyway possible to make a video tutorial on importing your own characters and also how to import your own castle and make it explode like yours???

    I would appreciate it.. Thanks Tom..

      • T3Dmake on June 6, 2017 at 11:43 am
      • Author


      Hi Tom,
      Do you know the kit includes documentation explaining these things? I think written documentation is better, since it can be changed with each update.
      With videos people might watch tutorials of older versions which can be confusing.

    • Thomas on June 7, 2017 at 5:03 am


    Hi, I found the Doc’s Thanks..
    I read on how to import your own character and fallowed the instructions everything worked fine however I could not get my character to move he just animated in one spot. Please help.

      • T3Dmake on June 7, 2017 at 2:10 pm
      • Author


      Okay I’m glad you found the documentation.
      For the move issue, you could check these things:

      – Did you bake a navmesh (set your ground object to navmesh static, open the navmesh window and bake so your ground gets blue)?
      – Did you move any of the spawnpoints away from your navmesh? (characters need to be spawned on the navmesh to move)
      – Did you add a navmesh agent component to your character?

        • Tom on June 7, 2017 at 4:16 pm


        HI T3K, Thank You for helping out a newbie I really appreciate it.
        I got it working.. in the Doc’s on page 11 it said to (- Finally, copy the health bar, the selected object and the Minimap from one of the character prefabs and add it to your character Position those above its head.
        My mistake was I dragged and dropped the entire prefab model that comes with the program on to my character and adjusted health bar, the selected object, and Minimap then deleted the prefab character.
        What I did to fix the issue was to drag a prefab into the scene then in the inspector dragged and drop
        health bar, the selected object, and Minimap separately and made all three prefab’s separately and then I dropped it on my character and adjusted all three as needed.

        Thank You again for a great asset looking forward to upgrades. Tom

    • Tom on June 8, 2017 at 8:12 am


    Hi T3K, Sorry to bother you again but if you can help me with one more problem I should be ok after this last problem.
    Everything works well with importing my own character but I notice that my character is not damaging the enemy character.
    Your help is greatly appreciated..

      • T3Dmake on June 8, 2017 at 3:00 pm
      • Author


      Hi again, please send me an email at T3Dmake@gmail.com and I’ll help you fix the problem (I don’t get notifications from this site).

Leave a Reply

Your email address will not be published.