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Getting Started

Welcome to RevFramework — a modular, developer-first toolkit for Unity.
This guide walks you through the essential steps to start using the framework confidently.


🚀 Before You Begin

✔ Unity Requirements

  • Unity 6.0 or later
  • Supports Built-in, URP, and HDRP
  • Runtime systems are fully render-pipeline agnostic

✔ Project Recommendation

Create a clean Unity project for exploring RevFramework.

Why? Many templates override: - Input settings - Layers - Physics - Render Pipeline Assets - Scene defaults

A clean project avoids hidden conflicts while learning the systems.


📦 Importing RevFramework

Import either: - A single SKU, or - The Complete Bundle

After import: - Runtime systems compile immediately - Editor tools activate automatically - Systems you didn’t install simply remain inactive

No null refs. No broken chains. No cleanup required.


🧹 Build Size & Optional Content

RevFramework separates runtime code from editor and learning tools.

For player builds: - Only the Runtime/ folder is required - Samples, Teaching, Documentation, and DebugTools are optional

These folders are safe to remove once you’re done learning or testing. If you want them back later, simply re-import the package or SKU.

See the in-project README for full details.


🎨 Render Pipeline Note

Demo scenes use URP/Lit materials by default.

If you're using Built-in or HDRP, you may see pink demo meshes.
This affects visuals only — systems still work identically.

To convert visuals: - Swap to your pipeline’s Standard/Lit shaders, or - Use Unity’s Render Pipeline Converter


🧠 First Steps Inside Unity

1️⃣ Open a Quickstart Scene

Every system includes a minimal scene under:
Samples/<System>/Scenes/00_Quickstart...

Teaches the basics in 30–60 seconds.

2️⃣ Open the Teachable Panel

Interactive overlays that explain logic, flow, debugging, and behaviour.

Tools → RevGaming → RevFramework → <System> → Teaching

3️⃣ Explore the Kitchen Sink Demo

Full system coverage, multi-character setups, adapters, edge cases, and runtime behaviours shown in context.


You do not need to understand the entire framework to get value from it.

Start with any system that is present in your project:

  • Inventory (if installed) — visual, UI-friendly, and easy to reason about
  • Health (if installed) — self-contained, minimal dependencies, clear cause → effect
  • Pickups or Status Effects — small, focused systems that demonstrate the result-first pattern clearly

If you have Currency or Economy installed, be aware that these systems are intentionally stricter and are best explored after you’re comfortable with RevFramework’s result-first and authority patterns.

For any system you choose:

  1. Open its Teachable Panel (Editor-only)
  2. Run the matching Sample Scene
  3. Read the system’s README.md
  4. Wire it into your own prefabs and UI

💬 You don’t need to learn everything at once.
Each module stands on its own — add more as your game grows.