Publisher

Arawn

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Overview

===| 💬 DISCORD | 📖 DOCUMENTATION |===


  • Enemy Masses is a high-performance mass-agent controller for Unity: spawn and command large groups of units with formation movement, battle-style engagements, and crowd combat behaviors.
  • It is not a classic RTS base-building framework. Think battle simulation and unit control (more 'Total War battles' than 'Age of Empires economy').

  • What it solves
    • If you want hundreds or thousands of agents on screen, the usual 'one brain per GameObject' approach becomes expensive and messy. Enemy Masses centralizes control so you can build large-scale battles and swarms without rewriting your whole game architecture.
    • Create Enemy AI with 1 Click
    • Melee & Projectiles incl. VFX and Audio optimized for massive battle scenes
    • Makes GPU Instancer Pro easy usuable in your project
    • Server authorized multiplayer groundworks included (No Transport Solution implemented / No Multiplayer-ready UI)

  • What you can build
    • Enemy Masses is ideal for games where controlling and simulating groups is the core loop:
      • Battle simulation like 'Total War' style engagements (formations, factions, commands)
      • Horde / survival gameplay (zombie swarms, arena waves, vampire-survivors-like pressure)
      • Tactical squad control (select units, reposition, focus targets, retreat)
      • Large-scale PvE encounters (boss + minion armies, raid waves, battlefield scenarios)
      • Living world crowds (civilians roaming, guards, ambient populations)
      • Designed for competitve Multiplayer

  • Key features
    • Mass spawning: place units at start or spawn via trigger zones (waves, ambushes, encounters)
    • Selection and commands: click and drag box select, move and attack orders, multi-unit control
    • Formations: formation previews and structured group movement
    • Factions and battle simulation: faction-vs-faction fighting with configurable unit types
    • Combat positioning styles: swarm, queued attackers, formation-based spacing
    • Melee, Projectile, Status Effects and Heal system incl. Audio & VFX
    • Optional distance-based Hitboxes
    • Status effects: buffs, debuffs, crowd control (stun, slow, DOT, etc.) designed for scale
    • Projectiles: ranged combat support without heavy physics overhead
    • RTS camera and minimap tools: optional camera controller, efficient minimap, and Fog of War (Compute Shader)
    • Game Creator 2 support + Public API: use it visually or drive it by code
    • A* Pathfinding by Aron Granberg supported
    • Optional Flow Field Navigation
    • Optional 3D Volumetric Space Navigation
    • RTS AI - Play against the computer
    • Wall Climbing
    • Skill & Faction System
    • Dynamic Wall & Cover System
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