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RevFramework: Currency & Economy

RevFramework: Currency & Economy delivers a complete, production-grade financial and gameplay economy layer for Unity:

  • Currency System — balances, policies, audit, authority, escrow, idempotency, batch events
  • Economy Layer — shops, crafting costs, rewards, atomic rollbacks
  • Adapters — inventory-backed money, item-store abstraction, exchange, awaiters

Every system is fully SOLID, adapter-friendly, prefab-free, and designed for C# developers who want correctness, clarity, and predictable behaviour — not monobehaviour soup.

💬 If you can't code, don’t buy this.
This SKU is a developer toolkit, not a drag-and-drop template.


🧩 System Dependency Note

  • Currency is the foundational system and can be used on its own.
  • Economy is built on top of Currency and requires it.
  • If you don’t need high-level economy flows, you may safely remove the Economy system.
  • Using Economy without Currency is not supported.

🌐 Multiplayer & Netcode Note

Currency & Economy are authority-aware and netcode-agnostic systems.
They do not include networking, replication, or transport layers.
You are expected to integrate your own netcode (NGO, Mirror, Fusion, custom).


🧩 What’s Included

Currency System

A robust, extensible financial engine with:

  • Credit / Debit / Set / Transfer
  • Overflow-safe operations
  • Min/max Policy Caps (Clamp or Fail)
  • Authority layers (SP/MP)
  • Escrow with TTL expiry pump
  • Idempotency (RID-based replay protection)
  • Audit trail (per-owner ring buffers)
  • BatchEvents (single callback per commit)
  • Async Awaiters & coroutine versions
  • CurrencyTxn: staged atomic transactions
  • Exchange engine (rates, fees, rounding)
  • UI Bars for UGUI/TMP/UITK
  • Persistence helpers (capture/restore by StableId)

Economy Layer (Built on Currency)

High-level gameplay flows built on top of the currency engine:

  • ShopService — Buy/Sell with full rollback
  • CraftingService — cost → ingredients → result
  • RewardService — money + item bundles
  • IValueLedger — policy-aware money abstraction
  • IItemStore — inventory-agnostic item interface
  • EcoOpResult/EcoOpCode — clean domain results
  • EcoSource — canonical vendor|rid tracking

All operations are atomic, policy-aware, and rollback-safe.


Adapters & Bridges

Modular integration layers including:

  • InventoryItemStore — wrap any inventory into an item store
  • Inventory-backed currency (“coins as items”)
  • Currency ↔ Inventory ↔ Crafting compatibility
  • Prefab-free, adapter-safe architecture

Everything plugs in cleanly — no hidden singletons, no cyclic dependencies.


🎓 Teachable Panels (Interactive Learning)

This SKU includes Teachable Panels — live, Editor-side tools that run the real API:

  • Currency Basics
  • Policy Caps
  • Escrow
  • Idempotency
  • Exchange
  • Batch Events & Transactions
  • UI Bars + Nudger
  • Awaiters
  • Persistence + Audit
  • Economy Quickstart (currency-only)
  • Economy + Inventory (rollback visualiser)

These act as a live debugger for your currency and economy setup.

👉 Full breakdown in the companion Teachable Panels document.


🧠 Why This SKU Matters

  • Financial correctness — no double spending, no phantom items
  • Atomic operations — consistent buy/sell/craft/reward flows
  • Robust rollbacks — reverse-order fixups + refunds
  • Audit-ready — sourceId + reason + deltas for every operation
  • Policy-aware — caps, clamping, fail rules
  • Idempotent — safe for retries, networking, backend calls
  • Extensible — adapters for items, inventory, crafting, pickups

This is not a toy store system.
This is a real economy foundation.


📘 Documentation & Learning

This SKU ships with:

  • 📄 Folder-level README.md files (auto-generated into MkDocs)
  • 🎓 Teachable Panels (editor-driven debugging)
  • 🎮 Sample scenes
  • 🎥 Matching YouTube tutorials
  • 🔧 Fully commented runtime code
  • 🔌 Inventory & Crafting adapters

Everything uses the same naming, structure, and terminology.


🧑‍💻 Who This Is For

  • Developers comfortable with C#
  • Teams needing a reliable currency/economy layer
  • Games with shops, crafting, rewards, item flows
  • Projects requiring correctness & rollback safety
  • Programmers who want clarity and control

Not a visual scripting kit.
Not a UI template.


🚀 Getting Started

  1. Add a SceneCurrencyService
  2. (Optional) Add a CurrencyServiceBootstrap for caps/audit/idempotency/escrow
  3. Open the Currency or Economy Teachable Panels
  4. Test real API behaviour live
  5. Integrate the systems you need
  6. Expand with inventory, crafting, or pickups if desired

🧱 Related Modules

This SKU works standalone or alongside:

  • RevFramework: Inventory, Pickups & Crafting
  • RevFramework: Health & Status Effects
  • RevFramework Complete

All built with consistent architecture and workflows.