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v1.3.6 to v1.3.7

This a guide that helps you upgrade to from v1.3.6 to v1.3.7.

The 1.3.7 update deprecated the Attack component and introduced a new attack system that brings better performance and is more modular and easier to customize. This guide will walk you through collecting the necessary attack attributes from the old attack system and convert them to the new one:

  1. Make sure you backup your RTS Engine v1.3.6 project first.
  2. Open your RTS Engine project in v1.3.6, download the Attack Attributes Collector package and import it into the project.
  3. Make sure that the unit and building prefabs are placed under a path that ends with \Resources\Prefabs in your project.
  4. From the RTS Engine top-menu bar, click on Collect Attack Attributes. This will go through all unit and building prefab with at least one Attack component attached to them and collect their attributes into asset files (one asset file per prefab). The asset files that contain the prefabs’ attributes are located in the following path: Assets\RTS Engine Update Helper\Resources\Attributes\
  5. Select all generated asset files and export them into a package.
  6. Remove the RTS Engine Update Helper folder from your project.
  7. Import the v1.3.7 update.
  8. Remove the following components if they are haven’t been already removed when the update is imported:
    1. Attack.cs – path: Assets\RTS Engine\Units\Scripts
    2. MultipleAttacks.cs – path: Assets\RTS Engine\Units\Scripts
    3. AttackEditor.cs – path: Assets\RTS Engine\Menu Editor\Editor
  9. Download the Attack Attributes Converter package and import it into the project.
  10. Import the exported asset files that contain the attack prefabs attributes.
  11. From the RTS Engine top-menu bar, click on Convert Attack Attributes. Assuming that the unit and building prefabs are still in a path that ends with \Resources\Prefabs in your project, this process will convert the attack attributes to the new attack system.
  12. Finally, remove the RTS Engine Update Helper folder.

There’s also a few more things that you need to set up manually:

  1. Go through all the map scenes and update the range types from the Attack Manager‘s inspector.

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