Formation System — Squad Movement & Tactical Formations View on Asset Store (opens in new tab)

Package details

Latest version
1.0.0
Last updated
First released
Unity version
6000.5.6 or later
Package size
25 KB
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15
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Formation System — Squad Movement & Tactical Formations

by SayGame (opens in new tab)

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Command multiple squads in clean tactical formations — RTS drag-to-place preview, obstacle avoidance, 7 formations, and animated low-poly soldiers. Pure C#, no NavMesh required.

Price $14.99

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Last 6 months

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Price history for Formation System — Squad Movement & Tactical Formations, 6 months Current $14.99; lowest $14.99; highest $14.99 in this period. $0 $10 $20 21 Sep 5 Oct 19 Oct 2 Nov

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Formation System — Squad Movement & Tactical Formations screenshot 1

Formation System — Squad Movement & Tactical Formations screenshot 1

About this asset

Give any group of units real military discipline in a single line of code.

Formation System keeps squads locked in formation while they march, turn, and re-form around a moving heading — no NavMesh baking, no Rigidbody physics, no external packages. Just clean, readable C# transform movement.

MULTI-SQUAD RTS CONTROL

Run many squads at once, each with its own team colour. Click one to select it, then drag on the ground to place it — a live ghost footprint shows exactly where each unit will stand and which way it will face. Release and the squad marches over and forms up. A drop-in RtsFormationController + Squad you can build on.

OBSTACLE AVOIDANCE

Units steer around anything with a collider — buildings, props, terrain — funnelling through gaps instead of clipping through walls, then reform on the far side. No NavMesh required.

7 BUILT-IN FORMATIONS

Line, Column, Wedge, Vee, Box, Circle, Echelon. Switch at runtime — units re-assign to their nearest new slot with no crossing or teleporting.

ANIMATED SOLDIERS INCLUDED

A stylised low-poly soldier built from primitives, with a code-driven walk cycle — legs and arms swing, stride tied to speed. No imports, no rig, no Animator. Prefer your own characters? Drop your prefab into one field.

CLEAN & YOURS TO EXTEND

- Fully commented C# source, no DLLs

- Small, single-purpose classes: FormationManager, FormationUnit, ProceduralWalk, Squad

- Works with both the legacy Input Manager and the new Input System

- One-click demo scene: Tools > Formation System > Create Demo Scene

Built for the Built-in Render Pipeline. The core system has no shaders or materials, so it runs in any pipeline — convert the demo materials for URP/HDRP.

Perfect for RTS, tower defense, tactics, auto-battlers, and any game with groups that need to move as one.

From the publisher's Asset Store listing.

Technical details

- 7 formations: Line, Column, Wedge, Vee, Box, Circle, Echelon

- Multi-squad selection + RTS drag-to-place footprint preview (drag sets facing)

- Obstacle avoidance via colliders — no NavMesh required

- Global nearest-slot assignment (no path crossing) + crowd separation

- Stable formation when moving/rotating — no needless unit shuffling

- Animated low-poly soldier included: code-driven walk, no rig or Animator

- Works with both the legacy Input Manager and the new Input System

- Fully commented C# source — no DLLs, no third-party dependencies

- One-click demo scene: Tools > Formation System > Create Demo Scene

- Runtime API: MoveTo, MoveToFacing, SetFacing, Reform, Slots()

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.5.6f1 Compatible Not listed Not listed

The core formation system is pure C# with no shaders or materials, so it works in
any render pipeline (Built-in, URP, HDRP). The included demo scene uses Built-in
(Standard) shaders — for URP/HDRP, convert the demo materials via
Edit ▸ Rendering ▸ Materials ▸ Convert Selected Built-in Materials, or reassign
them to your pipeline's shader.

As listed on the Asset Store.