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.
🧭 Recommended First Steps¶
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:
- Open its Teachable Panel (Editor-only)
- Run the matching Sample Scene
- Read the system’s
README.md - 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.