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Home/ Questions/Q 7553627
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Editorial Team
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Editorial Team
Asked: May 30, 20262026-05-30T11:06:44+00:00 2026-05-30T11:06:44+00:00

I realize that Unity is a game engine and XNA is just a framework,

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I realize that Unity is a game engine and XNA is just a framework, but it seems like either platform could potentially work for this purpose.

Which platform has more support in the regard of built-in or community built code/open source projects related to RTS games?

I know that there is going to be a lot of scripting/programming involved either way but if I didn’t have to worry about making my own fast and efficient collision detection, pathfinding algorithms, client/server networking (the more nitty gritty stuff), it would greatly speed up development and allow me to concentrate more on the gameplay and design.

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  1. Editorial Team
    Editorial Team
    2026-05-30T11:06:45+00:00Added an answer on May 30, 2026 at 11:06 am

    If you really don’t want to be messing with the nitty-gritty as you just said, use an engine.

    Even though a lot of stuff is high-level in XNA compared to many other frameworks, you still are ultimately responsible for the code your game is running – down to the smallest nitty-gritty detail.

    This really goes for any genre by the way.

    However, people can write engines using XNA that attempt to take care of the nitty-gritty for you, just as something like Unity would.

    In the way of Unity, since it’s already an engine you can’t really write one in it – but people still write helpful scripts that you can make use of. Doing a bit of poking around on UnityAnswers, there are plenty written with RTS’s in mind: It’d be your job to integrate the ones you need within your Unity game.

    So honestly it comes down to which option provides more/better resources for your purposes; hope I’ve gotten you started at least.

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