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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 when 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.


🎨 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...

Covers the basics in 30–60 seconds.

2️⃣ Open the Teachable Panel

Interactive overlays showing logic, flow, debugging, and behaviour.

Tools → RevGaming → RevFramework → <System> → Teaching

3️⃣ Explore full sample scenes

Complete system coverage, multi-character setups, adapters, and real runtime behaviour.


You do not need to understand the entire framework to use it.

Start with any system available in your project:

  • Inventory — visual, UI-friendly, easy to reason about
  • Health — self-contained, clear cause → effect
  • Pickups or Status Effects — small, focused systems demonstrating the result-first pattern

If you have Currency or Economy, these systems are intentionally stricter.
Explore them once you're comfortable with RevFramework’s result-first and authority patterns.

For any system:

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

💬 Start simple.
Use what you need.
Go deeper only when you want to.