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.