Currency & Economy — Teachable Panels¶
Interactive Editor Tools for Real API Learning¶
They function as living documentation, debuggers, onboarding tools, and integration tests
Teachable Panels let you drive the real runtime Currency & Economy API inside the Unity Editor — without UI, without setup, without guesswork.
Important — Read This First¶
Teachable Panels are development and learning tools.
They are not shipping UI
If a Teachable Panel component is present on a GameObject in a shipped scene, it will be visible and interactive at runtime — and the Currency panels drive real credit, debit and set-balance calls.
Shipping with Teachable Panels attached is a developer error, not a framework bug.
Before building your game:
- Remove Teaching panels from scenes, or
- Ensure
REV_TEACHABLESis not enabled
Purpose¶
Complex financial systems need clear, visual, low-friction learning tools.
No mocks. No simulations. Just real code, running live.
Instead of reading long docs or guessing behaviour, teachables let you:
- run real operations
- inspect balances, deltas, and rollbacks
- validate preflight behaviour
- test policy caps, escrow, idempotency
- simulate shop/craft/reward flows
- understand sourceId + RID propagation
- interactively explore how the economy behaves
What Makes These Panels Special¶
Real API Calls¶
Every button calls the actual runtime systems:
- Currency credit/debit/set/transfer
- Escrow holds, commits, releases
- Policy cap evaluations
- Idempotent operations (RID)
- Exchange quotes + execution
- Batch transactions
- Craft/Buy/Sell/Reward (with rollback)
- Persistence & audit
- Async awaiters
Nothing is faked — this is production code in action.
Human-Readable Feedback¶
Clear, friendly messages:
- "OK — debited 50 gold"
- "Blocked — insufficient funds"
- "Escrow hold expired"
- "SetBalance clamped by policy"
- "Craft rolled back — ingredients refunded"
- "Buy rolled back — payout failed"
You learn the system like a human, not a debugger.
Zero UI Required¶
Panels let you validate:
- currency flows
- policy rules
- item-store behaviour
- crafting costs
- shop purchase/sale flows
- rollback correctness
- exchange rates and fees
- idempotent retries
- persistence (save/load by StableId)
…before building UI.
Drop Into Any Scene¶
No setup required:
- uses your actual SceneCurrencyService
- optional inventory service
- optional policy
- optional bootstrap decorators
- works with your prefabs and your data
Instant integration testing.
Included Panels¶
Currency Panels¶
- Basics — credit/debit/set
- Policy Caps — clamp/fail preview
- Escrow — hold/commit/release + TTL
- Idempotency — RID replay demo
- Exchange — quote + execute
- Awaiters — async/coroutines
- Batch Events & Txn — atomic staging
- UI Bars + Nudger
- Persistence + Audit
Economy Panels¶
- Economy Quickstart (currency-only: Buy/Craft/Reward)
- Economy + Inventory (Buy/Sell/Craft/Reward with rollback visualiser)
These show the preflight → execution → rollback cycle cleanly.
Benefits for Your Team¶
- Faster onboarding
- Clear mental model of money flows
- Less debugging time
- Safer integration
- Confident rollback and policy behaviour
- No UI dependency
- Perfect for onboarding juniors
Teachable Panels are one of the defining features of RevFramework.
How To Use¶
- Open a scene from
Samples/Systems/Currency/Scenes/orSamples/Systems/Economy/Scenes/ - Press Play — the panel is already in the scene and its overlay draws itself
- Trigger real operations
- Observe behaviour, deltas, and rollbacks
- Integrate the same calls into your gameplay code
There is no menu to open a panel from
Panels are scene components, not editor windows. To retune one, select its GameObject in the Hierarchy; to use one in a scene of your own, add the panel component to a GameObject alongside the required scene services.
Summary¶
Teachable Panels turn Currency & Economy into a transparent, understandable, debuggable system.
They give you:
- Real API behaviour
- Policy-aware previews
- Safe rollback demos
- Human-readable messages
- Live financial introspection
- Zero-UI testing
They’re not demos
They’re development tools — and one of the biggest reasons RevFramework is developer-first.