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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)
  DemoHelpers/      // Visual & feedback example scripts (non-runtime)
  Diagnostics/  // Performance + stress testing utilities
  Animations/   // Demo-only animation assets (e.g., death/revive)

🎬 Sample Scenes

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

Scene Demonstrates
00_GettingStarted Basic setup: HealthSystem + bindings + UI-agnostic flow
01_Rules_Basics Armor, Affinity, Crit, rule pipeline
02_Crit_Execute_AttackerBuffs Crit chains, execute thresholds, attacker-side modifiers
03_Shields_All_Types Capacity, Rechargeable, Reduction, Overheal, Chain
04_Regen_IFrames_CombatState Regeneration, invincibility frames, combat state
05_DOTHOT_Stacks DOT / HOT stacking, tick behaviour, timers
06_Teams_FriendlyFire Team filtering, friendly fire scaling, gating
07_Death_FX_Handlers Death/revive FX, slow-mo, cleanup flows

🧠 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

🧪 Diagnostics

Located in:

Samples/Health/Diagnostics/

These scripts are used for performance testing and stress validation.

  • Example: HealthPerfSmoke
  • Designed to push the system under heavy load (thousands of calls per frame)

⚠️ These are not gameplay systems They exist purely for:

  • profiling
  • validation
  • sanity checks

You can use them to test your own integrations — but they are not part of the runtime API.


🎨 Scripts (Visual Feedback)

Located in:

Samples/Health/Scripts/

These are example-only visual helpers, such as:

  • Damage flashes
  • Death/revive effects
  • Simple VFX triggers

They are:

  • event-driven (Died, Damaged, Revived)
  • intentionally simple
  • designed for learning and quick prototyping

⚠️ Not production-ready systems Copy, modify, or replace them as needed.


🎞️ Animations

Located in:

Samples/Health/Animations/

Contains demo-only animation assets used by sample scenes (e.g., death/revive).

  • Included for completeness of demos
  • Not intended as reusable gameplay assets
  • Safe to delete or replace

🧠 Design Principles

  • Samples are self-contained — open any scene independently
  • Everything is built to be:

  • readable

  • inspectable
  • copy-paste friendly
  • Systems are UI-agnostic by design
  • Health authority is opt-in, not enforced globally

⚠️ Support Boundary

Everything in this folder:

  • is not part of the supported runtime API
  • may change or be removed
  • is provided for learning only

The supported surface is:

👉 Runtime systems 👉 Public API 👉 Documented integration points


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

✅ Key Takeaway

These samples show how the system behaves in real scenarios — but they are not the system itself.

Use them to learn:

👉 how things work 👉 where to hook in 👉 how to extend safely

Then build your own implementation on top.