beyond-all-reason / beyond-all-reason/RecoilEngine
[FR] Per-unit teamcolor
- Dominant language
- C++
- Stars
- 679
- Forks
- 290
- Avg merge
- 3d 2h
- Merged PRs (30d)
- 40
Description
Spot the hero unit:

Having special units denoted by a custom teamcolor is a classic convention. Not just heroes either, for example a game could denote buffs or elemental affinity or whatever this way.
The request is to either expose `Spring.SetUnitTeamColor(unitID, r, g, b, a)` or, if this is already possible via shaders, to add a widget with such shader (and a similar WG/GG API) to basecontent for easy inclusion.
Contributor guide
Research direction
Start by checking the existing unit rendering and shader support relevant to custom team colors, then review whether a Spring.SetUnitTeamColor(unitID, r, g, b, a) API or a basecontent widget is the better route. If shader-based, also determine the required WG/GG API surface. Done means a usable per-unit color customization path for heroes, buffs, or similar effects.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100