Skip to content

Shared Assets — Overview

The SharedAssets folder contains all common assets used across multiple sample scenes in RevFramework.
Rather than duplicating characters, materials, or prefabs across each system’s samples, everything lives here to keep the project lightweight and consistent.

These assets are sample-only — they’re here to help you explore the framework, not required for production.


What’s Inside?

Character Controller
- Lightweight demo controller used in many samples.
- Safe to copy or replace with your own.
- No dependencies on any RevFramework systems.

Prefabs
- Basic demo prefabs used across multiple scenes — a player, an enemy, a store, a totem, a workbench, and three one-shot VFX puffs.
- They carry geometry, not behaviour. None of them has a framework component on it; the system wiring is done in the scene, on the scene's own objects, where you can see it.
- Kept minimal so you can inspect wiring without noise.

Models & Meshes
- Simple geometry for samples (crates, coins, capsules, etc.).
- All distributable and kept low-poly intentionally.

Asset Source (Sample Geometry)
- Many simple scene assets (props, environment pieces, and demo objects) were created using Asset Forge by Kenney.
- Assets are intentionally minimal and used only to support sample clarity and quick testing.

Materials
- Neutral, uncluttered materials for sample readability.
- Shared albedo/colour palettes used across all Kitchen Sink demos.

Utilities (optional)
- Small helper scripts used in scenes (scene bootstrap, simple camera rigs, input proxy).
- Always Editor- and Unity-standard safe.


Purpose

SharedAssets exists to:

  • avoid duplication across Inventory / Crafting / Currency / Health samples
  • keep sample scenes focused on systems, not art
  • provide a simple, consistent sandbox
  • let devs swap their own assets in instantly
  • demonstrate patterns without hiding system wiring in prefabs — the prefabs here are props, and the behaviour you are meant to read stays visible on the scene objects

Everything in SharedAssets is intentionally vanilla and easy to inspect.


Usage Tips

  • Feel free to copy anything into your own prototypes.
  • Replace the character controller with your own to test how the systems behave in a real game.
  • If you're building a custom demo, treat SharedAssets as a “starter kit” for the scene.

Where It Appears

SharedAssets is automatically used by:

  • Inventory samples
  • Pickups samples
  • Crafting samples
  • Loot samples
  • Health samples
  • Status Effects samples
  • Currency samples
  • Economy samples
  • Save samples

Any sample scene that needs a test character, test pickup, basic environment, or simple UI references something from SharedAssets.