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❤️ Health Samples — Scenes & Integrations

The Health Samples folder contains educational scenes and reference examples demonstrating the full Health framework in action.
They are intended for learning, debugging, QA, and prototyping — not for shipping builds.


📂 Folder Layout

Samples/
  Scenes/           // Health feature demonstrations (00–07)
  NetcodeSamples/   // Fusion, Mirror, NGO binders + proxies
   Scripts/         // Visual & feedback example scripts (non-runtime)

🎬 Sample Scenes

Each numbered scene focuses on one core topic.
Recommended order for first‑time exploration:

Scene Demonstrates
00_GettingStarted Basic setup: HealthSystem + HealthBar.
01_Rules_Basics Teams, Armor, Affinity, Crit, rule pipeline.
02_Crit_Execute_AttackerBuffs Crit chains, execute thresholds, attacker buffs.
03_Shields_All_Types Capacity, Rechargeable, Reduction, Overheal, Chain shields.
04_Regen_IFrames_CombatState Regeneration, invincibility frames, combat state toggling.
05_DOTHOT_Stacks DOT / HOT stacks, tick preview, timers.
06_Teams_FriendlyFire Friendly‑fire scaling, team filters, gating.
07_Death_FX_Handlers Death/revive FX, slow‑mo, cleanup behaviours.

💡 All teaching panels are Editor‑only (TeachablePanelBase) and show live updates for rules, modifiers, regen, shields, DOT/HOT, and more.


🌐 Netcode Samples

Located in:

Samples/Health/NetcodeSamples/

❗ Scope Reminder
RevFramework does not implement networking, replication, prediction, rollback, or reconciliation.
These samples demonstrate authority gating patterns only — networking behaviour is your responsibility.

This folder contains illustrative patterns for integrating the Health system with:

  • Fusion
  • Mirror
  • Unity NGO (Netcode for GameObjects)

Each stack includes:

Stack Binder Server Proxy
Fusion HealthAuthorityBinder_Fusion FusionHealthServerProxy
Mirror HealthAuthorityBinder_Mirror MirrorHealthServerProxy
NGO HealthAuthorityBinder_NGO NgoHealthServerProxy

These examples demonstrate:

  • How to bind a custom IHealthAuthority
  • How to request server‑side mutation (RPC/Command)
  • How to reflect results back to clients

⚠️ These are teaching examples, not production‑ready netcode.
You must adapt them to your own authority, prediction, and rollback rules.

⚠️ Health Authority Note
Health authority enforcement is opt-in per HealthSystem.
Netcode binders in this folder only gate mutations when the target HealthSystem has
Require Authority enabled.

If Require Authority is OFF, health mutations will proceed locally — by design.
This allows single-player, local simulations, and tooling to work without authority friction.


🧠 Tips

  • All scenes are fully self‑contained — open any one independently.
  • Prefabs, panels, and effects are designed for copy‑paste learning.
  • Rule hubs and modifiers are intentionally simple to help illustrate the pipeline.
  • Combine scenes with Teachable Panels for full visibility into state changes.
  • Health authority is optional by design — enable Require Authority on the HealthSystem to enforce server-side control.

  • Health Core — main system + utilities
  • Rules — full rule pipeline reference
  • Authority — multiplayer mutation gating (Health authority is opt-in via Require Authority)
  • Handlers — death, regen, and behaviour extensions
  • Effects — DOT/HOT, execution, visual feedback