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.mdfiles (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¶
- Add a SceneInventoryService to your scene
- Open the Inventory / Pickups / Crafting Teachable Panels
- Explore the demos to see real API behaviour
- Check out the MkDocs pages for each system
- 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.