🚀 RevFramework — Inventory, Pickups & Crafting
If something fails, it tells you why.
That's the rule every RevFramework system is built around.
Explicit APIs. Deterministic behaviour. Real failure codes. No hidden state. No guesswork.
RevFramework gives you production-ready Inventory, Pickups, and Crafting systems — with the documentation, testing, and debugging infrastructure to match.
⚠️ Requires C# scripting knowledge. This is not a no-code tool or drag-and-drop template.
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🧩 What You Actually Get
Three runtime systems built for developers who want to understand what their code is doing:
✅ Inventory — slots, stacks, equipment, snapshots, authority-aware mutations
✅ Pickups — 2D & 3D, multiple interaction modes, effect-driven architecture
✅ Crafting — preflight validation, job-based crafting, deterministic RNG, offline progress
Plus the infrastructure most assets skip:
The full documentation site is publicly accessible — no purchase required. Read it before you decide.
📚 Documentation
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🔥 Why It's Different
Most Unity assets give you prefabs and hope.
RevFramework gives you systems and explanations.
Every operation returns a result object with a success flag, a reason code, and an optional message. When something doesn't work, the system tells you exactly what happened and why.
There are no black boxes here.
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🧰 Core Features
📦 Inventory
A service-driven container system with explicit mutation boundaries and deterministic results.
🎁 Pickups
A context-aware pickup system that doesn't assume how your game works.
🔨 Crafting
A job-based crafting pipeline with preflight validation and deterministic output.
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🎮 Built for Both 2D and 3D
All runtime systems are dimension-agnostic.
Works great for survival games, RPGs, action RPGs, crafting games, top-down games, and Metroidvania-style projects.
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🌐 Multiplayer & Networking
RevFramework is netcode-agnostic by design.
Authority binders let you gate mutations through your own ownership and permission rules — whether that's NGO, Mirror, Photon, Fusion, or a custom solution.
Replication, prediction, and rollback are yours to implement.
— We give you the rules. Your netcode drives the simulation.
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🎓 Learning Infrastructure
This is where RevFramework is genuinely different from other assets.
Teachable Panels
20 interactive panels built directly into the framework. Each one:
If the teachable panels compile and run correctly, the public API works. Not just documented — actually usable.
Documentation
Videos
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🧪 Testing & Reliability
RevFramework test with 1600+ tests across the full framework.
The goal was never coverage percentages.
The goal was predictable architectural behaviour.
Hostile Consumer Tests
Validate the public API the way a real project would — through supported surfaces only, with no access to internals. If these pass, the contract holds.
Internal Truth Tests
Lock down framework assumptions so future refactors don't silently change behaviour. Event ordering, rollback paths, authority rejection, restore semantics.
PlayMode Smoke Tests
Catch Unity lifecycle failures that EditMode tests can't reach.
Test assemblies are not shipped with the framework. You get clean runtime, editor, sample, and teaching assemblies — no NUnit dependencies, no compile overhead.
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🧱 What's Included
Runtime Systems
Learning & Debugging
Documentation
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🚫 What This Is Not
RevFramework is a runtime framework for developers who write code.
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🎨 UI
Reference UI is included for Inventory, Crafting, and Pickups.
It shows you how to talk to the systems correctly.
It is not your game UI.
Build your own using Unity Canvas, UI Toolkit, or whatever fits your project. RevFramework puts no constraints on how you present its systems to players.
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🔗 Other RevFramework Modules
All modules share the same architecture, documentation standard, and testing philosophy. Each one works independently or integrates cleanly with the others.
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🧑💻 Who This Is For
RevFramework is for developers who:
If you want a no-code solution or a beginner template, this is not the right package. That's not a criticism — it's just a different tool for a different job.
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🙋 Core Philosophy
Every system. Every operation. Every failure.
If something fails, it tells you why.
That's not a feature. That's the foundation everything else is built on.