❤️ 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.
🔗 Related Documentation¶
- 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