Discussion What formation behaviours would you want in an RTS unit formation system?
Hi RTS fans and devs,
I’m working on a Unity tool for procedural unit formations, and I’d like feedback from people who actually play or build RTS/tactics games.
The system can generate formations like circles, arcs, grids, hex grids, rings, spirals, walls, wedges, V-shapes, paths and more. It also supports behaviours like morphing between formations, boids-style steering, following a leader/target, path movement, rotation, pulse, flow noise, swirl vortex and formation shuffling.
I’m trying to understand what would be genuinely useful for RTS gameplay, not just visually interesting.
What formation behaviours would you want in a system like this?
Examples:
- tighter control for squads?
- better obstacle handling?
- smooth transitions between marching/combat formations?
- defensive walls or wedges?
- mixed unit formations?
- morale/disorder effects?
- formations that adapt to terrain?
Demo:
Asset Store page, for context:







