❤️ 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
🔗 Related Documentation¶
- 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.