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Economy — Sample Scenes

The Economy Samples folder contains runnable scenes that demonstrate how the Economy system behaves using real service flows.

These scenes are designed to:

  • Validate behaviour
  • Demonstrate integration patterns
  • Provide copyable usage examples

They are not production systems and can be safely removed from builds.


Folder Layout

Samples/
  Systems/
    Economy/
      Scenes/
        00_Economy_Quickstart/    // Currency-only (IValueLedger via EconomyBootstrap)

Standalone Economy ships one scene. That is the whole folder — if you were expecting an overlay or an inventory scene here, see Cross-System Samples below; they live elsewhere by design.


Scene Samples

Scene Demonstrates Notes
00_Economy_Quickstart Currency-only flows via IValueLedger No inventory (IItemStore is null)

Cross-System Samples

Economy's inventory-backed scenes are not in this folder. They live with the integration that owns them:

Integrations/CrossSystem/Economy/InventoryIntegration/Scenes/
  01_Economy_WithInventory/   // Money + item flows, rollback, failure injection
  02_Economy_Overlay/         // Lightweight runtime overlay

They demonstrate Economy working alongside Inventory, and are separated from standalone Economy samples because they depend on several systems at once.

These two scenes ship only in Complete — your package is not broken

They need Economy, Currency and Inventory together. No single-system SKU owns all three: Economy and Currency come in the Currency & Economy SKU, while Inventory comes in the Inventory, Pickups & Crafting SKU. So the folder is bundled only with RevFramework Complete.

The gate is structural as well as packaging-level — the integration assembly carries REV_ECONOMY_PRESENT, REV_CURRENCY_PRESENT and REV_INVENTORY_PRESENT define constraints, so its scripts compile out without Inventory present even if you copied the scenes in.

If you own Currency & Economy alone, 00_Economy_Quickstart above is the complete set of Economy sample scenes you should expect to see.


Usage

Open any scene from:

Assets/RevFramework/Samples/Systems/Economy/Scenes/

Each scene is:

  • Self-contained
  • Focused on a single scenario
  • Designed to be run in Play Mode

Typical setup:

  • Services composed via EconomyBootstrap
  • ICurrencyService is required
  • Lightweight UI (teachable panel or overlay)

Teachable Panels

💡 Teachable Panels

Teachable panels are provided as debug and learning tools.

  • They are safe to run at runtime (no UnityEditor dependencies)
  • They interact only through the public API
  • They can be used in your own scenes for debugging, inspection, and validation

However:

  • They are not designed for shipping builds
  • They are not optimised UI
  • They are not a supported gameplay layer

Think of them as:

👉 Hostile-consumer debug tools that prove the API works

Use them to:

  • Inspect behaviour
  • Validate integrations
  • Debug complex setups

For production:

  • Build your own UI
  • Wire your own gameplay logic

What These Samples Show

  • How Economy composes behaviour using:

  • IValueLedger (money)

  • IItemStore (items)
  • Service layer (Shop, Craft, Reward)
  • How to call Economy operations correctly using public abstractions
  • How preflight behaves vs authoritative execution
  • How rollback behaves per operation:

  • Buy / Sell / Craft → rollback supported

  • Reward → partial completion (money may remain applied)
  • How to validate behaviour without building gameplay systems

Important Notes

  • These scenes use real runtime behaviour, not simplified demos
  • UI is for demonstration only and is not part of the runtime system
  • Some scenes require additional SKUs (e.g. Inventory)
  • Teachable panels are placed inside these scenes — press Play and the overlay appears
  • Samples are intentionally lightweight and prioritise clarity over robustness

Authority Notes

The Economy system does not provide multiplayer or authority handling.

It does not:

  • enforce server authority
  • prevent client-side execution
  • handle networking, replication, or validation

Instead, Economy is built to plug into your authority model.

All money operations flow through:

Economy → IValueLedger → ICurrencyService

This means:

  • Economy will only be as authoritative as your ICurrencyService
  • If your currency service is permissive, Economy will be permissive
  • If your currency service is server-authoritative, Economy will respect that

👉 We provide the integration points — you provide the authority.

For multiplayer setups:

  • Run Economy operations from your server or authoritative layer
  • Use your networking solution (Mirror, NGO, Photon, custom) to control execution

Economy will not do this for you — by design.


  • Economy — Abstractions
  • Economy — Services
  • Currency — Ledgers & Policies
  • Inventory — Item Stores (optional integration)
  • Teachable Panels — guided diagnostics and learning scenes

These samples are runnable references of actual behaviour.

Use them to learn, validate, and copy patterns — then replace them with your own gameplay systems.