Large Scale Combat System
Command entire armies, not individual soldiers. LSCS is a complete RTS battle framework for Unity, built for field battles and siege warfare in the tradition of Total War.
What you get
The player commands Formations rather than single soldiers. Under that sit four things you would otherwise have to build yourself: player controls with drag-to-position and drag-to-widen, a modular tactical AI, a combat model with counters and morale, and a set of job-based managers that keep the frame rate stable when the unit count climbs.
Everything is configured through ScriptableObjects. Units, damage tables, weapons, AI personalities and combat rules are all assets you edit in the Inspector, so you can build a full army roster without opening a script.
Vertex GPU Instancing
This system comes with a complete GPU Instancing system that bakes your Animations into textures for better Performance. You can also use this in other projects
Combat
Siege warfare
Tactical AI
The Commander AI is assembled from Strategies and Tactics, both ScriptableObjects. Each tactic scores itself against the current battlefield and the highest scorers get the troops.
Included tactics cover forming and charging a battle line, holding a reserve that answers flank attacks, cavalry flanking runs, horse archer kiting, archer target selection, and the full siege set for attacker and defender. Writing your own means inheriting one class and implementing two methods.
An optional BattleGrid influence map lets the AI read danger and opportunity across the field, so cavalry gives spear formations a wide berth while riding straight through arrow fire to reach the archers behind them. It is currently used in field battles (Battlegrid for Sieges is in work).
AI can also play against AI, in field battles and sieges alike, which makes autobattles and balance testing straightforward.
Presentation
Performance
Movement, cohesion, rotation and target acquisition run through Unity's C# Job System and the Burst Compiler.
For the unit counts that make this genre work, the included Vertex instancing system replaces SkinnedMeshRenderers with vertex-baked meshes drawn by GPU instancing. A hybrid LOD mode keeps real Animators on units near the camera and switches to baked meshes further out, so close-up soldiers keep full Mecanim quality while the rest of the army costs a fraction of it.
Your FPS will depend on unit count, model complexity and how you configure the LOD distances, and the baked animation path is what makes the large counts practical. If you want to check before buying, the playable demo linked above is the same scene.
Requirements
Documentation and support
Written documentation covers unit setup, formation building, the AI system and the siege components, with a troubleshooting chapter for the mistakes that catch people out. Setup videos are linked above. For anything else, the Discord is the fastest way to reach me, and I answer publisher emails.
Please note: the characters, environments and animations shown in the screenshots and video are for demonstration only and are not included. A separate demo scene is included.