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StrategyCore – Foundation – Free Download

StrategyCore – Foundation – Free Download

Tsunami 29 September, 2026
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Speed up your project by including this package; UI, Persistence (Save), Faction, Resources, Research, Production, Building, and more. Use Tasks to define unit behaviour like gather, garrison, attack.

For more details about this asset: Click Here

This package is provided solely for evaluation, learning, or testing purposes before purchase and is not permitted for commercial use.

StrategyCore – Foundation v2.0.0 (Latest version)

VIP Only

“If possible, please buy the package to support the developer”

Description

📦 Core & Modules Overview

Accelerate your game development with this enhanced unit system and its modules.

Define Players, Factions, Resources, Research, Attributes and use Tasks to bring unit behaviors like attacking, gathering, or building to life. Flexible and adaptable, this package provides a ready-made foundation for core game systems, leaving you free to focus on the unique elements of your game.

The solutions are suitable for any management game, let that be regular Real-time Strategy, City Simulators, Turn based action (RPG), Top down action (Click based).

This is supported by many configuration options and interfaces for additional and complex customisation in code.

Combines well with packages (not included):

– Player Camera

– Unit Formation

– Unit Selection v2

– Object Placement

Bundle:

You can get them all in a bundle here to add even more features out of the box in your projects. But if you already have the asset, the bundle will have a discount!

The demo scene provides a simple wave manager for testing incoming enemy waves. You can gather, build houses and defense towers, produce units and advance to the next age, all while defending your units from the enemy waves.

Here we have a list of modules and some of their features present in the Modular Kit package. All provide configuration options and further customisation through code.

Resources

– Create and manage resources for the game

– Define max storage per resource

Collection

– Gather resources from nearby nodes (instantly or deposit)

– Deposit resources to nearby depot stations

– Self organised gatherers, looking for nearby nodes and nearby depots.

– Use moving units for depots (example in demo is Stone mule)

Research

– Define research (title, cost, requirements, etc.)

– Track completed researches

Production

– Active production for resources, research, units, etc.

– Passive production for resources

– Define actions on units for UI

Population

– Manages current population and max capacity

– Set population hard limit

– Prevents production of units when full

– Define unit’s population consumption or capacity

Build

– Define which unit is buildable and which is the builder

– Adjust pickup job range, build interval and power for the builder

– Specify if health is updated as construction progresses

– Enable auto construction or require units to build it manually

– Show different stages of construction process

Garrison

– Allow units to enter garrison

– Set garrison max capacity

– Specify entrance point and spawn point

– Garrison units immediately after production

Limitations

– Define unit limit per faction

– Modify unit limit with unit attributes (spawning new units can modify the limit)

– Modify unit limit with researches (research can modify the limit)

Interactions

– Specify limitation on interaction (max unit at once; this can be useful for a single unit interaction objects or when a unit is also a resource node that units can be assigned to)

– Specify positions available for interactions, fixed point or dynamic range that surrounds the unit

– Implement custom positions behaviour

Combat

– Set hitpoints and enable/disable invulnerability

– Specify damage, minimal and maximal range of attacks, reload time, etc.

– Specify optional damage per unit types

– Attach launcher for ranged attacks

– Use built-in projectile behaviour

– Specify unit stance (Aggresive, defensive, stand ground, no attack)

– Disable auto damage and perform the damage manually

Unit Type

Define custom unit types and use them to configure restrictions and permissisons for combat, garrions and other behaviours.

Tasks

Primary feature for any ongoing state in the Core package are tasks that allow any entity to assume a behaviour for a time period.

These define behaviours like:

– Collect resource

– Deposit resource

– Attack

– Stationary Attack

– Move and Attack

– Build unit

– Hide in garrison

NEW* Persistence

– World persistence

– Auto or Manual persistence

– Persistence API for new components

NEW* UI

– Save/load (player + world persistence)

– Command / action panel UI (hotkeys, production queue, idle workers)

– Scene Wizard / setup flow

Technical details
Unity 6 supported
Legacy Input Manager works in demos; New Input System–only for selection/camera is still “coming” (or say “partial”)

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