AI Description
This asset contains bots (computer enemies). Starting with version 2.0, the AI is config-driven and modular: an AI Data asset (Assets > Create > RTS Starter Kit > AI Settings) holds tunable settings for seven always-active behaviour concerns, and most tuning — difficulty, build order, squad composition, targeting — is done entirely from the Inspector, without writing any code.
The seven concerns, each a fixed field on AI Data:
Concern |
Description |
|---|---|
Construction |
which buildings the AI builds, and in what order/priority. |
Production |
which combat units it buys, in waves. |
Squad |
how newly built units are grouped and sent to attack, coordinating so different squads don’t pile onto the same target. |
Scouting |
a small pool of units that permanently explore the map to find the enemy. |
Economy |
keeps the AI’s harvester count topped up, optionally auto-repairs damaged buildings, and can grant a direct resource handicap for an easier/harder AI. |
Utility |
an optional decision layer that dynamically shifts the AI between an economic and a military focus based on live match state (income, army strength, etc.), speeding up or slowing down the other concerns accordingly. |
Defense |
redirects nearby units to fight off an enemy that attacks one of the AI’s own buildings, instead of only ever attacking outward. |
Leave a concern’s fields at their default/empty values to effectively turn it off (e.g. an empty Building Rules list, 0 Max Scouting Units).
Think Time (top of the AI Data asset) is the delay between AI decisions — increase it to slow the bot down.
You can also select a different AI Data preset per player right in the lobby, and inspect a running AI’s live state (resources, production queues, current focus) via RTS Starter Kit > AI Inspector while in Play Mode.
See Creating and extending AI for the full breakdown of every field and how to extend the AI with your own logic.