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RevFramework: Inventory, Pickups & Crafting

RevFramework: Inventory, Pickups & Crafting bundles three major gameplay systems into one modular, developer-first package:

  • Inventory System — slot containers, equipment, filters, stacking, deltas, snapshots
  • Pickups System — interactables, decorators, cooldowns, authority, world pickups
  • Crafting System — deterministic recipes, preflight, refund matrix, workbenches

Every system is fully SOLID, adapter-friendly, prefab-free, and designed for C# developers who want clarity, control, 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 Decoupling Note

  • Inventory, Pickups, and Crafting are fully independent systems.
  • You may use any system on its own, or combine them in any configuration.
  • When used together, systems integrate via clean adapters — not hard dependencies.
  • Removing any system does not break the others.

🌐 Multiplayer & Netcode Note

Inventory, Pickups, and Crafting are authority-aware and netcode-agnostic systems.
They include no networking, replication, or transport logic.
In multiplayer projects, they are intended to be called from an authoritative context that you provide.


🧩 What’s Included

Inventory System

A fully featured inventory architecture with:

  • Slot containers (Backpack, Hotbar, custom)
  • Merging, splitting, swapping, sorting
  • Strict filters & equipment slots
  • Delta events and snapshot tracking
  • Transaction-safe operations (InvOpResult)
  • Authority-gated mutations
  • Prefab-free UI integration

Pickups System

A robust pickup framework with:

  • Auto/Press/Hold pickup modes
  • Facing checks, prompts, respawn
  • Authority layers (IPickupAuthority)
  • Effect decorators (VFX, SFX, Conditional, Persistent VFX)
  • Trigger relays (2D and 3D)
  • Pickups → Inventory & Currency bridges

Crafting System

A deterministic, scalable crafting engine with:

  • Recipe definitions
  • Multi-stack ingredient handling
  • Preflight validation
  • Atomic crafting transactions
  • Refund matrix (never lose items unexpectedly)
  • Workbench routing and modifiers
  • Currency + Inventory adapters
  • Offline progress (optional)

🎓 Teachable Panels (Interactive Learning)

This SKU includes Teachable Panels — live, Editor-side tools that drive the real runtime API. These panels allow you to:

  • Test crafting, pickups, and inventory behaviour
  • View human-readable success/failure messages
  • Inspect runtime deltas
  • Validate filters, stacks, quantities, and recipes
  • Debug without building any UI
  • Drop into any scene and test instantly

👉 See the full breakdown here:
Teachable Panels


🧠 Why This SKU Matters

  • Clean architecture — zero prefab lock-in
  • Predictable behaviour — result-first APIs
  • Adapter-driven — Inventory, Pickups, Crafting, and Currency plug together cleanly but remain independent
  • Thorough documentation — READMEs → MkDocs → Videos
  • Dev-first — no magic, no global state, no giant monobehaviours
  • Scales with your project — you can extend every layer

This is not a toy kit.
This is a runtime foundation for item-based games.


📘 Documentation & Learning

This SKU ships with:

  • 📄 Folder-level README.md files (auto-generated into MkDocs)
  • 🎓 Teachable Panels (in-editor visualizers)
  • 🎮 Sample scenes for each system
  • 🎥 Matching YouTube tutorials
  • 🔧 Fully commented runtime code
  • 🔌 Optional adapters (Inventory ↔ Pickups ↔ Crafting ↔ Currency)

Every part of the system uses the same naming, structure, and terminology — making onboarding consistent and fast.


🧑‍💻 Who This Is For

This SKU is intended for:

  • Developers who know C#
  • Indie teams building long-form games
  • Studios wanting modular runtime systems
  • Programmers who want readability & control
  • Teams that avoid monolithic “game in a box” assets

This is not a visual scripting kit or UI template.
You integrate it into your game like any serious system.


🚀 Getting Started

  1. Add a SceneInventoryService to your scene
  2. Open the Inventory / Pickups / Crafting Teachable Panels
  3. Explore the demos to see real API behaviour
  4. Check out the MkDocs pages for each system
  5. Start integrating the systems you want to use

Need a visual? The matching YouTube videos show the exact same panels and flows you’ll see in your editor.


🧱 Related Modules

This SKU works standalone or alongside:

  • RevFramework: Health & Status Effects
  • RevFramework: Currency & Economy
  • RevFramework Complete

All built with the same architecture, documentation style, and integration patterns.