My new game is a RTS for Mobile, all in 3D.
I made some benchmark, and with a low performance device I can play 100Units Vs 100Units.
On a iPad Air, I can play up to 500 units Vs 500 units.
Looks awesome! That’s actually my tree I’m guessing you got from turbosquid, if you’d like I have a newer version of the tree I think, along with some ground textures. See the link below;
That looks cool man, nice job I don’t play or like mobile games (not my cup of tea), but I love RTS games, and I know how much work goes into making RTS’s. So just wanted to congratulate you on making an RTS game on mobile.
It’s great to see that someone’s successfully made this type of RTS in Unity, and I’m quite impressed by the number of units you’re able to simulate on mobile hardware. Did you end up implementing real time multiplayer, and if so, did you use a lockstep networking model?
Thank you for your comments.
On a 50$ Android phone it’s possible to have 60 Units Vs 60 Units.
On a iPad Air, 300 Vs 300 Units
I implemented a system like Clash Of Clan for the moment, where it’s possible to attack a Village with buildings and units made by a other player.
I wanted to create a Multiplayer in real time, but I don’t know if Mobile players would like to play between 15 minutes and 1 hours or more with a other player.
Very nice.
May I ask how have you done visibility for unis. Like who sees who and characters in range.
I was struggling with this once and there were always problems with performance.
I use my dynamic occlusion system with raycast, and disable animation and skinnedmesh renderer.
Then to reach thousands units on Mobile I use my multithreaded pathfinding system + multithreaded distance system.
With a 100-200$ mobile, I can handle 200 units actually at 60fps, everything is multithreaded.
I manage the animation depending the distance, camera view, and I disabled also all meshrenderer
I launched a Kickstarter to hire a designer to create better graphics, rework the texture, create more building and units.