RevFramework¶
RevFramework is a modular, developer-first gameplay framework for Unity.
It provides clean, decoupled systems for common gameplay needs — such as Currency, Economy, Inventory, Health, Status Effects, Pickups, and Crafting — designed to work independently or together, without prefabs, singletons, or hidden dependencies.
RevFramework is built for developers who want control, clarity, and predictable behaviour, rather than drag-and-drop magic.
⚠️ Important Notice — Please Read First¶
RevFramework is designed for developers comfortable with C# scripting in Unity.
If you are looking for:
- A no-code or low-code solution
- Drop-in prefabs that “just work”
- Inspector-only configuration with no scripting
This is not the right tool.
RevFramework is: - 100% C# - Fully modular and opt-in - Prefab-free by design - Explicit rather than automatic
Every system shows its state, requirements, and results clearly — nothing happens “behind your back”.
⚠️ Teachable Panels & Build Safety¶
RevFramework includes Teachable Panels for learning and debugging.
These panels are runtime-capable in the Editor (Play Mode), but are not intended to ship in player builds.
Before building your game, ensure the following scripting define is NOT enabled:
REV_TEACHABLES
Shipping with REV_TEACHABLES enabled is considered a misconfiguration, not a bug.
Shipping with REV_TEACHABLES enabled may include demo/teaching UI in your build.
📦 Which SKUs Did I Import?¶
Depending on what you purchased, this package may include one or more of the following systems:
- Currency
- Economy
- Inventory
- Health
- Status Effects
- Pickups
- Crafting
- Complete Bundle (all systems)
Each system is fully independent.
Owning one system does not require owning any others.
📦 Choose Your Documentation¶
📦 Inventory, Pickups & Crafting
Item containers, pickups, crafting pipelines, use effects, and adapter-driven integrations. Permissive by default, authority-ready when needed.
❤️ Health & Status Effects
Rule-driven combat foundations: health, shields, damage pipelines, buffs, debuffs, DOTs, HOTs, and opt-in authority control.
💰 Currency & Economy
Deterministic financial systems for currencies, shops, crafting costs, rewards, escrow, rollback-safe transactions, and authority-gated mutation.
📘 Documentation¶
Each system includes its own focused documentation inside the project:
Documentation/
└─ {SystemName}/
└─ README.md
These same documents power the online MkDocs documentation and mirror the in-editor Teachable Panels exactly — same labels, same flow, same behaviour.
There is no single giant manual by design.
You only read the system you are actually using.
▶️ Where Do I Start?¶
For any system you want to use:
- Open the Teachable Panel for that system (Editor-only)
- Run the matching Sample Scene
- Read the system’s
README.md - Wire the system into your own prefabs and UI
You do not need to understand the entire framework to use one system.
🧱 Architecture at a Glance¶
- Fully modular — systems are opt-in
- No singletons
- No “MonoBehaviour soup”
- Clear runtime vs editor separation
- Deterministic, result-based operations
- Multiplayer-safe core pipelines
- Adapter-driven integrations (shops, UI, gameplay layers)
If a dependency is missing, the framework will tell you why, not throw a cryptic null reference.
🛠 Editor-Only Tooling¶
RevFramework includes extensive Editor-only tooling:
- Teachable Panels
- Debug & diagnostics helpers
- Sample scenes and inspectors
These are for learning, testing, and integration — not runtime performance flags.
🧹 What Can I Delete Before Building?¶
RevFramework is safe to trim for player builds.
The following folders are editor-only or reference-only and may be deleted before building your game if you are not using their contents:
Documentation/– Markdown docs (also available online)Samples/– Example scenes and prefabsTeaching/– Editor-only Teachable Panels
✅ Only the Runtime/ folder is required for builds.
Deleting these folders will NOT break RevFramework, as long as you are not running sample scenes or editor tools that depend on them.
If you later want the examples back, simply re-import the package or that SKU.
⚠️ If you keep Teaching content, ensure
REV_TEACHABLESis disabled before building.
🧯 Before Contacting Support¶
Before reaching out, please check:
- You are using a supported Unity version
- Required systems are present (as listed in the panel or README)
- You are not running a sample scene with a removed system
- Console warnings have been read — they usually explain exactly what’s missing
- You have not enabled
REV_TEACHABLESin a player build
If something still doesn’t work:
👉 Reach out before leaving a review.
If it’s broken, it gets fixed.
🧠 Design Philosophy¶
RevFramework follows a simple rule:
Show everything. Hide nothing.
- Every system shows its state
- Every failure has a reason
- Every demo is runnable and editable
- Every document matches what you see in Unity
No guessing. No magic. No surprises.
© RevGaming