RevFramework: Inventory, Pickups & Crafting
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A modular inventory, pickups, and crafting framework for Unity — adapter-driven, scene-scoped, and built for real projects.🚀 RevFramework — Inventory, Pickups & CraftingIf 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.--------------------------------------------------------🧩 What You Actually GetThree 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 progressPlus the infrastructure most assets skip:20 YouTube tutorialsPublic MkDocs documentation siteInteractive teachable panels that call real APIs and show live resultsFolder-level READMEs across the entire codebaseThe full documentation site is publicly accessible — no purchase required. Read it before you decide.📚 DocumentationRevFramework Documentation--------------------------------------------------------🔥 Why It's DifferentMost 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.--------------------------------------------------------🧰 Core Features📦 InventoryA service-driven container system with explicit mutation boundaries and deterministic results.Slot-based containers with configurable capacityHotbars, equipment slots, and equipment filtersStack splitting, merging, swapping, and movingSorting and searching with replaceable strategiesJSON snapshot save and restoreAuthority-aware mutations with clear rejection codesEvery operation returns an InvOpResult — success, code, message🎁 PickupsA context-aware pickup system that doesn't assume how your game works.2D and 3D trigger pickupsAuto, Press, Hold, and Facing interaction modesEffect-driven architecture — you define what pickup meansDecorator pipelines for conditional behaviourClean integration bridges to Inventory and other systems🔨 CraftingA job-based crafting pipeline with preflight validation and deterministic output.Preflight validation before any craft attemptJob-based crafting with progress trackingBatch crafting supportValidators and modifiers for custom rulesOutput routingDeterministic RNGOptional offline progress--------------------------------------------------------🎮 Built for Both 2D and 3DAll runtime systems are dimension-agnostic.2D and 3D pickups with TriggerRelay2D and TriggerRelay3DInventory and crafting systems with no dimension assumptionsNo physics assumptions, controller requirements, or camera dependenciesTeachable demo scenes for both 2D and 3D workflowsWorks great for survival games, RPGs, action RPGs, crafting games, top-down games, and Metroidvania-style projects.--------------------------------------------------------🌐 Multiplayer & NetworkingRevFramework 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.--------------------------------------------------------🎓 Learning InfrastructureThis is where RevFramework is genuinely different from other assets.Teachable Panels20 interactive panels built directly into the framework. Each one:Calls real public APIs — no shortcuts, no internalsShows live results and reason codes in the sceneDemonstrates actual workflows you can copy directlyProves the public API works by being a hostile consumer of itIf the teachable panels compile and run correctly, the public API works. Not just documented — actually usable.DocumentationPublic MkDocs site — freely accessible before you buyEvery system has: Overview, Mental Model, Integration Surfaces, Public API, System Guarantees Matrix, Testing Philosophy, System Boundaries, and FAQ Folder-level READMEs explaining intent and reasoning, not just "this does this"Eight dedicated onboarding documents per systemVideos20 YouTube tutorials covering every teachable panel4 core onboarding videos covering scope, teachables, documentation, and modularityEach video shows real behaviour in a real scene--------------------------------------------------------🧪 Testing & ReliabilityRevFramework test with 1600+ tests across the full framework.The goal was never coverage percentages.The goal was predictable architectural behaviour.Hostile Consumer TestsValidate 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 TestsLock down framework assumptions so future refactors don't silently change behaviour. Event ordering, rollback paths, authority rejection, restore semantics.PlayMode Smoke TestsCatch 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.--------------------------------------------------------🧱 What's IncludedRuntime SystemsInventoryPickupsCraftingLearning & Debugging20 teachable panelsDemo scenesReference UI examplesExample integrationsDocumentationFull MkDocs siteFolder-level READMEs20 YouTube tutorials--------------------------------------------------------🚫 What This Is NotNot a character controllerNot a quest systemNot a dialogue systemNot an AI frameworkNot a visual scripting toolNot a networking implementationNot a locked UI workflowNot a drag-and-drop game templateRevFramework is a runtime framework for developers who write code.--------------------------------------------------------🎨 UIReference 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.--------------------------------------------------------🔗 Other RevFramework ModulesHealth & Status EffectsCurrency & EconomyRevFramework Complete — all systems togetherAll modules share the same architecture, documentation standard, and testing philosophy. Each one works independently or integrates cleanly with the others.--------------------------------------------------------🧑💻 Who This Is ForRevFramework is for developers who:Are comfortable writing C#Want modular systems they can understand and extendPrefer explicit APIs over magic behaviourNeed to know why something failed, not just that it didValue documentation and debugging infrastructure as much as featuresIf 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.--------------------------------------------------------🙋 Core PhilosophyEvery 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.🛠 Unity & RenderingUnity 6+Built-in Renderer ✔URP ✔HDRP ✔Runtime is fully render-pipeline agnostic.📦 Architecture100% C# (no native plugins)Runtime assemblies have zero Editor dependenciesModular folder structure:Runtime/Systems/Inventory Runtime/Systems/Pickups Runtime/Systems/Crafting Editor/ Samples/Core design:No singletons (only optional helpers)Scene-scoped servicesAdapter-driven integrationsAuthority-aware systemsDeterministic pipelines🌐 Multiplayer CompatibilityNetcode-agnostic by design.Authority interfaces:IInventoryAuthorityIPickupAuthorityCrafting authority via adaptersWorks with:NGOMirrorPhotonFusionCustom RPC systemsNetworking is not included.🧪 PerformanceLow-GC hot pathsStruct-based dataBatch operationsEfficient UI updatesDeterministic RNGSuitable for:MobileMultiplayerLarge inventories🧬 Integration PointsInventoryIInventoryServiceIReadOnlyInventoryServiceInventoryResolvePickupsEffect-driven systemDecorator pipelineContext-based executionCraftingInventory & Currency adaptersValidators & modifiersOutput routingOffline progression support🎨 UIReference UI included (optional)Inventory grid, drag & drop, stack splittingCrafting panelsNo UI lock-in.No prefab dependency.📚 Documentation & LearningFull MkDocs documentationFolder-level READMEsSample scenesTeachable Panels (live runtime testing)YouTube tutorials🧵 Platform SupportWindows / macOS / LinuxWebGLiOS / AndroidConsoles (Unity-supported)Pure C# implementation.🔑 Required SkillsC# scripting in UnityScriptableObject basicsScene setupFor multiplayer:RPC / authority patterns🎮 2D & 3D SupportFully dimension-agnostic2D & 3D pickupsInventory & crafting have no dimension assumptionsThis asset was developed using AI-assisted workflows as part of an iterative human-led development process.AI was used to assist with coding, architecture exploration, debugging, and tooling workflows — while all systems, testing, validation, and production decisions remained manually directed and reviewed throughout development.




