RevFramework¶
A modular, developer-first gameplay framework for Unity
RevFramework provides clean, decoupled systems for common gameplay needs — such as Currency, Economy, Inventory, Health, Status Effects, Pickups, and Crafting.
Each system is designed to work independently or together, with no prefabs, no required singletons, and no hidden dependencies.
RevFramework is built for developers who want control, clarity, and predictable behaviour, rather than drag-and-drop magic.
Start Here — Is This For You?¶
Three minutes on what RevFramework is, what it deliberately is not, and how to approach it. Worth watching before you buy or before you wire anything up.
The full onboarding series continues with the Teachable Panels, a tour of this documentation, and a live demonstration of removing and restoring systems in a real project: Watch the onboarding series
Important Notice — Please Read First¶
RevFramework is designed for developers comfortable with C# scripting in Unity.
This is not the right tool for you
If you are looking for:
- A no-code or low-code solution
- Drop-in prefabs that “just work”
- Inspector-only configuration with no scripting
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.
Remove the Teaching folder before building — not the define
REV_TEACHABLES is derived from whether Teaching/ is present, and re-applied automatically. Clearing it by hand in Player Settings does not stick: the define is re-added within a fraction of a second, on the next compile or asset change. Earlier revisions of this page told you to disable it, which was not something you could actually do.
What works:
Tools ▸ RevGaming ▸ RevFramework ▸ Validate ▸ Pre-Build Clean (Move Optional Folders)— movesTeaching/(and other optional folders) out of the project, which drops the define with it. Nothing is deleted: the folders go to_RevFramework_Trash_PreBuildbesideAssets, under a mirror of their project paths, and you restore them by moving that tree back.Restore From Trash…does not cover this — that window reads the separate orphan-cleanup trash and will report nothing to restore.- Delete or move
Teaching/yourself. Same effect, by hand.
A player build with REV_TEACHABLES still set fails to compile on purpose, with a message from RevTeachablesBuildGuard — that is the guard doing its job, not a bug to work around.
Teachable panels are development-only tools and are not part of the supported runtime surface.
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
- Loot
- Attributes — Complete Bundle only
- 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
Financial systems for currencies, shops, crafting costs, rewards, escrow and rollback-safe transactions, with authority-gated mutation on Currency.
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 — nothing more.
Cookbook¶
The documentation above teaches one system at a time. The Cookbook is the other half: small, complete compositions built from the public seams of two or three systems at once — a shop that charges in health, loot odds that read the player's condition, a craft that cannot half-happen, death drops built from what the corpse was actually carrying.
Each recipe is one class you copy into a project that already exists. Every page states the systems it needs, the traps found while writing it, and the trade-offs it makes rather than hiding them.
Like the tests, the Cookbook is not in this package — for a different reason. Recipes are reference implementations meant to be copied, adapted, and owned by you. They are deliberately not part of RevFramework's supported gameplay surface: once you change one it is your code, and support covers the framework's behaviour rather than your copy of a recipe.
They live on the site instead, where nothing needs downloading and no framework update can break a recipe you have already taken:
Tests¶
RevFramework is built test-first — there is more test code in the project than there is code under Runtime/, and every system is covered by adversarial and behaviour-pinning tests.
Those tests are not in this package, deliberately: a game project shouldn't carry a framework's test suite unless its author wants it. They are available instead as a free download for owners — useful if you are extending the framework, subclassing its components, or want a regression net around changes you make.
See Testing for what the suite covers and how to get it, or use the Test Suite (free download) button in the welcome window.
That window opens by itself on your first import and not again — it is a once-ever introduction rather than a per-project one. To reach it at any time, including in a project where it never appeared:
Tools ▸ RevGaming ▸ RevFramework ▸ Help ▸ Show … Welcome
Where Do I Start?¶
For any system you want to use:
- Open the matching Sample Scene under
Samples/Systems/<System>/Scenes/ - Press Play — that scene's Teachable Panel overlay is already in it (Editor-only)
- Read the system’s
README.md - Wire the system into your own code, 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 required singletons — every service is an instance you create, own, and can substitute
- A few static accessors (
SceneInventoryService.Instance,InputServiceRegistry.Current) exist as fallbacks for the convenience resolvers — hold your own service reference and nothing consults them - No “MonoBehaviour soup”
- Clear runtime vs editor separation
- Result-based operations — every mutation returns a code you can branch on, never a bare bool
- Authority-gated mutation on six of the ten systems, so a server can refuse a change and say why
- Adapter-driven integrations (shops, UI, gameplay layers)
If a dependency is missing, the framework tells you what and why — not just that something failed.
Why It Works This Way¶
A few of the choices above are visible in your project long before their reasoning is, and without the reasoning they look like mistakes. Why the framework installs into Assets/ rather than as a package. Why the scene services are large single files. Why authority stops short of doing your networking for you.
Each has a page giving the reason and what the choice costs you, so you can judge whether the trade suits your project instead of reverse-engineering it from the code:
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, remove the
Teaching/folder before building —Pre-Build Cleandoes it for you. TheREV_TEACHABLESdefine follows the folder and cannot be turned off on its own.
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.
The RevGaming Philosophy¶
Three rules everything here is built to
Hide nothing. Show everything. You shouldn't have to guess how it works.
We won't lie to you. If there's a limitation, we'll tell you. If we're wrong, we'll correct it.
We meet you where you are. Use the component. Watch the video. Read the docs. Follow a teachable. Inspect the source. Run the tests. Go as deep as you want.
What that looks like in practice¶
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.
We won't lie to you. Every system ships a guarantees matrix, and it lists what the system does not promise as plainly as what it does. Where a page has been wrong, the correction says so instead of quietly replacing it — and where an API exists but was never wired up, it says that too rather than letting you build on it.
We meet you where you are. There is no single intended depth. Drop a component in an Inspector and never read a line of the source; or read the folder README beside that source; or download the test suite and run the behaviour for yourself. All of those are supported entry points, and none of them is the "real" one.
No guessing. No magic. No surprises.
© RevGaming