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Editor Entry Points

RevFramework includes a set of optional editor utilities designed to support deeper inspection, faster iteration, and advanced workflows.

These tools are not required to use the runtime systems. If you prefer to work directly in code and inspectors, you can safely ignore them.

This page simply shows where to find things in the Unity Editor.


Tools Menu

Most one-shot actions, wizards, and utilities live under:

Tools ▸ RevGaming ▸ RevFramework ▸ …

From here you’ll find things like:

  • Export helpers
  • Setup and creation wizards
  • Generators and maintenance utilities
  • Validation and cleanup tools

These actions typically perform a single task and then exit.


Window Menu (Dockable Debuggers)

Live, dockable inspection tools live under:

Window ▸ RevFramework ▸ Debuggers ▸ …

These windows are used to:

  • Inspect live runtime state
  • Debug rule execution and ordering
  • Observe decisions, gates, and failure reasons
  • Interact with systems while the game is running

You can dock these alongside the Inspector, Hierarchy, or Game view.


Project Window (Create Menu)

Some systems expose creation shortcuts in the Project window:

Assets ▸ Create ▸ RevFramework ▸ <System> ▸ …

These are optional conveniences for creating common assets (e.g. definitions, presets, or data containers).

They generate standard assets you can inspect, modify, or delete freely.


Good to Know

  • All editor tools are Editor-only and do not affect builds.
  • Nothing here is required to use the runtime APIs.
  • Advanced tools are intentionally discoverable but not part of the onboarding path.

If you’re ever unsure whether a tool is necessary: it probably isn’t. They exist to support deeper dives, not to gate progress.