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A 2021 Unity prototype for a physics-driven tactics battler: grab units with a 3D cursor, aim a bull rush, and let 2D rigidbodies collide and bounce. An early experiment, not a finished game.

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BattleTrinity

A 2021 Unity prototype for a physics-driven tactics battler: grab units with a 3D cursor, aim a bull rush, and let 2D rigidbodies collide and bounce. An early experiment, not a finished game.

Unity 2020.1.3f1 C# Physics 2D Status archived prototype

Prototype art: an armoured knight with a spear and shield, a cartoon pig, and the Bull Rush, Shield Bash and Taunt skill icons

There is no build or download. To see it, open the project in the Unity editor (see Quick start).

Why

  • See an early MindAttic take on turn-based tactics where movement is physical: units are shoved, not placed.
  • Read a small, readable Unity codebase (about 1,200 lines of C# in 15 scripts) built around simple state machines.
  • Reuse the pieces: a 3D-plane mouse cursor that drags sprites, a scroll and follow camera, and a collision-based bull rush.

Features

  • 3D cursor: the mouse is projected onto the play plane, the cursor scales with camera distance, a held left button drags the hovered object, and a right click selects it (Cursor3D, ICursorClick).
  • Bull rush: an actor in the bull-rush state is driven by force along its direction; hitting another actor stops it, and an idle actor that is hit bounces away (Actor, Rigidbody2D).
  • Turn state machine: Turn Start, Select Target, Choose Direction, Measure Distance, Resolve and Turn End (TurnManager). Most states are stubs.
  • Camera with scroll and follow modes (CameraManager).
  • Teams of actors behind an IActor interface (Team, TeamManager).
  • Three skill buttons wired for Bull Rush, Shield Bash and Taunt; their handlers are empty so far (GUIManager).
  • A debug overlay showing running time.

Quick start

  1. Install Unity 2020.1.3f1 through Unity Hub.
  2. Clone the repo and open the folder in Unity Hub.
  3. Open Assets/Resources/Scenes/SampleScene.unity and press Play.
git clone https://github.com/mindattic/BattleTrinity.git

How it works

GameManager (pause toggle, owns TurnManager)
  |-- TurnManager   TurnStart -> SelectTarget -> ChooseDirection -> MeasureDistance -> Resolve -> TurnEnd
  |-- Cursor3D      mouse ray -> play plane; left drag moves hovered actor, right click selects it
  |-- Actor         Idle | Moving | BullRush; collisions stop the rusher and bounce the target
  |-- CameraManager Scroll | Follow
  `-- GUIManager    skill buttons (Bull Rush, Shield Bash, Taunt), debug labels

Project layout

Assets/
  Resources/
    Scripts/          GameManager, TurnManager, Actor, ActorBase, Cursor2D, Cursor3D,
                      CameraManager, GUIManager, Common, Constants, Enumerations,
                      Interface/ (IActor, ICursorClick), Models/ (Team)
    Scenes/           SampleScene.unity
    Sprites/          knight, piggy, pointers, reticle, skill icons
    Background/       grass background
  TeamManager.cs
ProjectSettings/      Unity 2020.1.3f1 settings

Limitations

  • Five commits from February and March 2021; development stopped at the prototype stage.
  • Skills, targeting, distance measurement and resolution are not implemented yet.
  • The Unity Library/ folder is committed, which makes the repo large; a fresh clone re-imports anyway.

Documentation

This repo has no docs folder. The later tactical grid games are GridGame, GridGame2025 and GridGame2026.

License

This repo has no LICENSE file. All rights reserved.

Part of MindAttic — see more projects at github.com/mindattic. Related: GridGame2026.

About

A 2021 Unity prototype for a physics-driven tactics battler: grab units with a 3D cursor, aim a bull rush, and let 2D rigidbodies collide and bounce. An early experiment, not a finished game.

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