[previewyoutube=vu_75Ig9JQA;full][/previewyoutube] [h1]Control Groups[/h1] Buildings and groups of units can now be assigned shortcut keys. Control groups make it possible to select an LZ from across the map and calling in more units. The player can also focus the camera view on a control group by double tapping its shortcut key. [img]https://clan.cloudflare.steamstatic.com/images//43023032/f35051d583d444c46d85448396d527f9a9babd12.jpg[/img] [h1]Area Objectives[/h1] Adding to the list of different objectives that can be given to a player, a mission can now have an area objective. Area objectives are accomplished by having the player move a unit(s) to or maybe have the player call in artillery on a designated location. The designated areas are given a glowing ring to indicate their positions. [img]https://clan.cloudflare.steamstatic.com/images//43023032/3a134253eeb69807d8f3b577af4415ada84d1174.jpg[/img] [h1]Rally Points[/h1] Landing zones now have the ability to set rally points. A rally point is the location that units are sent to when dropped off at the landing zone. Units will be sent to rally points with an attack-move command, so, if the rally point is attacked, the units will retaliate. [img]https://clan.cloudflare.steamstatic.com/images//43023032/8441c1d4f4d06ad33641b0f025d69382f35ed6a2.jpg[/img] [h1]Optimization[/h1] Getting the direction from one vector to another is now calculated differently. Instead of using Unity's Quaternion.LookRotation and grabbing the euler angle, the function uses that Mathf.atan2 method making it four times faster. Also, where Vector3's are converted to Vector2's, the vector2's are global and manually assigned each frame instead of creating a new vector2. This way is three times faster. [img]https://clan.cloudflare.steamstatic.com/images//43023032/abcf03fa9490c605a4f697d5bf2ae4ffc12f8faf.jpg[/img]