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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/
  Economy/
    00_Economy_Quickstart/        // Currency-only (IValueLedger via EconomyBootstrap)
    01_Economy_OverlayScene/      // Lightweight runtime overlay

🎬 Scene Samples

Scene Demonstrates Notes
00_Economy_Quickstart Currency-only flows via IValueLedger No inventory (IItemStore is null)
02_Economy_OverlayScene Minimal runtime overlay using public APIs No teaching UI

▶️ Usage

Open any scene from:

Assets/RevFramework/Systems/Economy/Samples/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
  • IInventoryService is optional (depending on scene)
  • 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)
  • Teachables and diagnostics live in separate teaching scenes
  • 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.