Skip to content

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
  • Loot System — weighted and independent-chance drop tables, nested tables, seeded rolls

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

  • Inventory, Pickups, Crafting and Loot 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

Inventory, Pickups, and Crafting are authority-aware and netcode-agnostic systems. Loot has no authority model of its own — rolling mutates nothing, so the decision belongs at the delivery boundary, where Inventory and Currency apply theirs. 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)

Loot System

Drop tables authored as assets rather than written into code:

  • Weighted picks (always yields N) and independent chance (may yield nothing)
  • Nested tables, with a depth cap and path-based cycle detection
  • Deterministic seeded rolls, so a drop-rate check is reproducible and a bug report replayable
  • Modifiers, ordered by priority
  • Delivery through whichever of Inventory, Currency and Pickups you have

Rolling is a pure function. LootRoller.Roll(table, rng) takes data and returns data — no scene, no owner, no other system — so odds are testable without Play Mode, and the debugger window can sample a table and show you the distribution it actually produces.

Delivery is separate and accounted for: every award is delivered to the owner, spawned into the world, or named in the Undelivered event. A full bag falls back to a world drop where a spawner is bound, so the award is recoverable rather than lost.


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, Loot 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 — Inventory, Pickups and Crafting; Loot's are being recorded
  • 🔧 Fully commented runtime code
  • 🔌 Optional adapters (Inventory ↔ Pickups ↔ Crafting ↔ Loot ↔ 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.


Tests

This SKU is covered by adversarial and behaviour-pinning tests — there is more test code in RevFramework than runtime code.

The suite is not bundled in the package (your Test Runner shouldn't fill with framework tests you didn't ask for), but it is a free download for owners. Useful if you extend the framework or want a regression net around your own changes.

See Testing for what it covers and how to get it.


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.