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.
🧭 Recommended First Steps¶
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:
- Open its Teachable Panel (Editor-only)
- Run the matching Sample Scene
- Read the system’s documentation guide and overview
- Wire it into your own code, prefabs, and UI
💬 Start simple.
Use what you need.
Go deeper only when you want to.