[NEW RELEASE] Scifi RTS Series: Battleships, Destroyers, Frigates

This pack contains 9 ships. They are perfect for RTS games, a ship game or as enemies in a turret defense game.

  • 3 frigates, 3 destroyers, 3 battleships
  • Modular weapons
  • Techtree progression is supported
  • Turrets/barrels can rotate
  • All barrels have a firing animation
  • Changeable decals
  • 4 damage decals
  • 5 different texture sets
  • Texture PSD source files are included
  • All models have 0 rotation
  • Diffuse, normal and specular textures
  • Specular map in alpha channel of the diffuse map
  • Ready to use prefabs of all models are provided
  • Texture sizes are 1024 and 512
  • Tris count ca. 200 - 600
  • Final tris count depends on how many weapons are used for a ship

Example Scene (12 MB – shows only blue models): https://dl.dropboxusercontent.com/u/63979073/RTSSeriesBattleships/RTSSeriesBattleships.html

Link to Asset Store: Scifi RTS Series: Battleships, Destroyers, Frigates | 3D Sea | Unity Asset Store

Check my publisher page for more stuff: Unity Asset Store - The Best Assets for Game Making





Looks great! I am working on a smaller game based on WW1-WW2 era ships. I hav eran into a road block. Do your turrets rotate when firing? My turrets keep rotating around my ships instead of on their anchor points.!
Your stuff looks fantastic sir!

thx.

you maybe have parented the turrets/barrels wrong?

I use this method:

  • the turret body is a separate mesh, the pivot is centerd. The turret body will rotate the whole turret left/right.
  • the barrel is split in two meshes, a bottom part (barrel1) and the part of the barrel that is moving back and forth (barrel2). If you only have one barrel you can replace barrel 1 with an empty.
  • barrel 2 is the child of barrel1. And barrel 1 is the child of the turret body.
  • barrel 1 is used to rotate the barrel up/down and barrel 2 (the animated part) will follow this movement.

Awesome sauce! Thanks sir, I am running through some basics to get a better foundation. How do you center the Pivot?
I got the Turrets as a separate mesh, and barrels as children. Do I give them ther own code? instead of the player controller I made?

I can only talk about the models, have no experience in coding.

The pivot should be set in the 3d application, e.g. in blender you see an orange dot when you select an object. that dot is the origin point (=pivot point) of that object.

Make sure the origin is centered for the turret body, this means it should be in the middle of the turret so the turret will rotate around that point. I always use a turret ring for this.

Awesome, I don’t use blender, however it looks like that is the program to go with. Thanks Ill try and let you know what I come up with.