Cookbook¶
New here? RevFramework is a set of modular, prefab-free C# gameplay systems for Unity — inventory, health, status effects, currency, crafting, loot and more — sold on the Unity Asset Store. Every recipe on this page is free to read and shows real code composed from its public API.
Small, complete compositions built entirely from the public API — things the seams allow that nothing in the framework points at.
What a recipe is
One class you drop into a project that already exists. Not a tutorial, not a demo of how a system works, and not a scene you have to run. A pattern, and a starting point you can lift, read, change, or throw away once you have seen how it goes together.
There is a gap between being comfortable with the patterns in the Teachables and being experienced enough to look at the public seams and see what could be composed from them. These pages are for that gap. Each one leads with something you might not have realised the framework lets you build, then shows the whole implementation and the traps found while writing it.
What do you want to build?¶
Every recipe appears under each question it genuinely answers, so several are listed more than once. Nothing here needs configuring — scroll, and take whatever looks interesting.
The small italic line is the other two ways in
The systems a recipe needs installed, and its shape — how conceptually involved the composition is. Both are explained under the table, and neither is something you have to care about to browse.
The sidebar files each recipe under one category and this page files it under all of them. That is deliberate: a menu should put a thing in one place so you can find it again, while this page is answering "what could I build", and plenty of recipes answer more than one question.
Combat & Survival¶
- Ability system from Health and Status Effects — four parts you already own — Charging before you know whether the spell landed is how a boss’s immunity bills the player for nothing — the ordering that prevents it, and the one comparison that answers it
Health, Status Effects · Subtle - Crafting priced in health — recipes that cost blood — A bench that charges health: it refuses what you cannot survive, and takes the price when the craft lands
Crafting, Health · Composite - Crafting that outputs a status effect — brewing straight into a buff — A craft that ends in an effect on the crafter rather than an item in the bag
Crafting, Status Effects · Composite - Damage mitigation funded by currency — a shield that spends money — A ward that buys off damage a point at a time — charging first, because a mitigation that can be sized to the payment should be
Health, Currency · Subtle - Death drops from the actor's real inventory — On death, scatter some of what the actor was actually carrying — a drop table built from the corpse, not authored in advance
Health, Inventory, Loot · Composite - Diminishing returns on healing — Anti-stacking diminishing returns, on the one Health seam the pipeline consumes and nothing implements
Health · Composite - Dynamic loot odds — drop rates that shift with the player's condition — Better odds when the player is nearly dead, or while a buff is running — real odds, decided at the roll
Loot, Health, Status Effects · Composite - Equipment that applies status effects — a cursed item — Wearing it applies a status effect; taking it off removes that one and leaves the potion's alone
Inventory, Status Effects · Subtle - Health as currency — a shop that takes payment in blood — The same shop service and the same price bundle, with a wallet that happens to be a body
Economy, Health, Currency · Focused - Kill attribution from the health component — who killed it — The killer is already recorded on every hit — read it inside
Diedand kill credit is a subscription rather than a plumbing job through your own damage calls
Health · Subtle - Last stand — survive one lethal hit, then the cooldown — Survive one otherwise-lethal hit, then go on cooldown — and only spend the save when it was needed
Health · Focused - Non-stacking debuffs — only your worst debuff counts — Two 1.5x curses make you take 50% more damage, not 125% — on the one seam the framework checks first and nothing implements
Health · Composite - Offline time for status effects — buffs that run down while the game is closed — Offline time that expires effects rather than running them, on a save participant that has to go last
Status Effects, Save · Subtle - Paid healing — a healer who charges by the point — Bill for the healing that actually landed, not the healing that was asked for
Health, Currency · Composite - Seeded crit rolls — an encounter that replays roll for roll — One seeded crit stream shared by every CritRule, so an encounter replays roll for roll — through the one of two install doors that survives a re-enable
Health · Composite - A status effect that drains currency — a curse that bleeds gold — An effect you wrote yourself, draining currency every second through the ordinary status pipeline
Status Effects, Currency · Focused - Status effects on hit — fire damage that actually sets you on fire — A hit tagged Fire leaves a burn behind — and the burn still runs out, because a status tick comes back through the same pipeline carrying the same tag
Health, Status Effects · Subtle - Wiring stats into damage multipliers — The four stat seams Health and Status Effects already publish disagree about what "no change" means, and two of them quietly discard your answer
Attributes, Health, Status Effects · Composite
Shops & Economy¶
- Automatic currency exchange at the till — Short on gold and long on silver, the till converts the exact minimum — by searching a quote that only runs the other way
Currency, Economy · Subtle - Coin-operated pickups — vending plates, toll gates, paid doors — A coin-operated door or vending plate, ordered so the money only moves once the goods have landed
Pickups, Currency · Subtle - Dynamic shop prices from the buyer's status effects — Prices that read the buyer's condition at the moment of the sale
Economy, Status Effects · Focused - Health as currency — a shop that takes payment in blood — The same shop service and the same price bundle, with a wallet that happens to be a body
Economy, Health, Currency · Focused - Multi-currency crafting costs — Fifty gold and three shards, with the shards reserved the moment the craft is accepted and taken only when it lands
Crafting, Currency · Composite - Paid healing — a healer who charges by the point — Bill for the healing that actually landed, not the healing that was asked for
Health, Currency · Composite - Persistent shop stock — a shop that remembers — Stock that goes down when players buy things, and is still as they left it after a reload
Economy, Save · Subtle - Shop purchases with a full inventory — The purchase lands on the floor instead of the sale failing: the same shop, with a different store
Economy, Pickups, Inventory · Subtle
Crafting & Progression¶
- Crafting output routed to linked storage — each bench fills its own chest — Send each bench's output to the chest it feeds — and never route on the quantity, because batch crafting binary-searches the count
Crafting · Subtle - Crafting priced in health — recipes that cost blood — A bench that charges health: it refuses what you cannot survive, and takes the price when the craft lands
Crafting, Health · Composite - Crafting that outputs a status effect — brewing straight into a buff — A craft that ends in an effect on the crafter rather than an item in the bag
Crafting, Status Effects · Composite - Crafting with a full inventory — output drops to the ground — A job that finishes into a full bag drops its output on the ground rather than evaporating
Crafting, Loot, Pickups · Composite - Inventory search for craftable items — The search seam is handed a raw string, so the box can be a query language —
@craftablelights up exactly the ingredients for something you could finish right now
Inventory, Crafting · Composite - Item salvage from the recipes you already wrote — Break an item back down into some of what it was made of, by reading the recipes you already wrote backwards
Crafting, Loot, Inventory · Composite - Multi-currency crafting costs — Fifty gold and three shards, with the shards reserved the moment the craft is accepted and taken only when it lands
Crafting, Currency · Composite - Offline crafting report — while you were away — What finished, what could not be delivered, and what is still on the bench when a save loads
Crafting · Focused - Transactional crafting — a craft that cleans up after itself — Charge, consume and deliver in one transaction — a leg that fails after another succeeded is compensated, and a repeat of the same request is replayed rather than charged again
Crafting, Economy, Currency · Subtle
Characters & Stats¶
- Character stats from equipment and buffs — A worn ring and a running buff raise the same number, and nothing anywhere applies or removes a bonus — contributions are pulled at the read, not pushed at the change
Attributes, Inventory, Status Effects · Composite - Faction reputation from attributes — standing, and what standing means — Faction reputation is one attribute id per faction and a table of names you wrote — the game writes no save code, and the range you configured in the inspector does not apply to a faction created in code
Attributes, Save · Composite - Inventory capacity from a stat — a bag that grows with the character — A slot count that follows a stat and shrinks without eating anything — driven by a value that raises no event when it changes
Attributes, Inventory, Save · Subtle - Stat stacking rules — additive, multiplicative, best-of — Three incompatible stacking rules over one unchanged container — the evidence for the combiner the framework refuses to ship
Attributes · Composite - Wiring stats into damage multipliers — The four stat seams Health and Status Effects already publish disagree about what "no change" means, and two of them quietly discard your answer
Attributes, Health, Status Effects · Composite
Items & Equipment¶
- 2D facing direction for pickups — Face-to-pick-up works for a sprite that never rotates — without a provider the fallback points permanently up, so in 2D this seam is required rather than optional
Pickups · Focused - All-or-nothing item delivery — a pouch that arrives whole or not at all — A loot pouch that arrives whole or not at all — because a partial delivery reported as a refusal is not a refusal, it is duplication
Inventory · Subtle - Character stats from equipment and buffs — A worn ring and a running buff raise the same number, and nothing anywhere applies or removes a bonus — contributions are pulled at the read, not pushed at the change
Attributes, Inventory, Status Effects · Composite - Crafting with a full inventory — output drops to the ground — A job that finishes into a full bag drops its output on the ground rather than evaporating
Crafting, Loot, Pickups · Composite - Death drops from the actor's real inventory — On death, scatter some of what the actor was actually carrying — a drop table built from the corpse, not authored in advance
Health, Inventory, Loot · Composite - Equipment that applies status effects — a cursed item — Wearing it applies a status effect; taking it off removes that one and leaves the potion's alone
Inventory, Status Effects · Subtle - Inventory capacity from a stat — a bag that grows with the character — A slot count that follows a stat and shrinks without eating anything — driven by a value that raises no event when it changes
Attributes, Inventory, Save · Subtle - Inventory search for craftable items — The search seam is handed a raw string, so the box can be a query language —
@craftablelights up exactly the ingredients for something you could finish right now
Inventory, Crafting · Composite - Inventory sorting with pinned slots — Hit Sort and the potion you always keep in slot two stays in slot two — on the seam whose last line of comparison is the whole of a documented stable sort
Inventory · Composite - Item salvage from the recipes you already wrote — Break an item back down into some of what it was made of, by reading the recipes you already wrote backwards
Crafting, Loot, Inventory · Composite - Reduced-effects mode for pickups — Silence chosen decorator types on every effect chain built while it is installed — on the one seam whose default is public, so it can be wrapped instead of transcribed
Pickups · Composite - Shop purchases with a full inventory — The purchase lands on the floor instead of the sale failing: the same shop, with a different store
Economy, Pickups, Inventory · Subtle
Loot & Rewards¶
- Death drops from the actor's real inventory — On death, scatter some of what the actor was actually carrying — a drop table built from the corpse, not authored in advance
Health, Inventory, Loot · Composite - Dynamic loot odds — drop rates that shift with the player's condition — Better odds when the player is nearly dead, or while a buff is running — real odds, decided at the roll
Loot, Health, Status Effects · Composite - Loot pity system — bad-luck protection on drop tables — After a dry spell the next award is swapped for one from a table you author — and the printed odds never move
Loot · Subtle - Loot table validation — catching a loot tree that quietly awards nothing — Finds the cycles, dead branches and truncated nesting that award nothing in a release build
Loot · Focused - Persistent looted state — a chest that stays looted — Open it once and it is empty forever, including across a reload
Loot, Save · Subtle
Persistence & State¶
- Offline crafting report — while you were away — What finished, what could not be delivered, and what is still on the bench when a save loads
Crafting · Focused - Offline time for status effects — buffs that run down while the game is closed — Offline time that expires effects rather than running them, on a save participant that has to go last
Status Effects, Save · Subtle - Persistent looted state — a chest that stays looted — Open it once and it is empty forever, including across a reload
Loot, Save · Subtle - Persistent shop stock — a shop that remembers — Stock that goes down when players buy things, and is still as they left it after a reload
Economy, Save · Subtle - Quest objectives that count inventory changes — “Hold ten herbs” is a subscription and a latch — but InventoryDelta is a SLOT delta, so a tidy-up, a swap and a drag into a chest all look like a haul
Inventory, Save · Subtle - Save backups — a save that survives a crash mid-write — Keep the previous save, so an interrupted write does not take the run with it — the fourth time the thing to vary turned out to already be a parameter
Save · Subtle - World flags in one save participant — one store, many facts — A hundred world flags in one save section instead of a hundred participants — with the two hazards that removes, and the one it hands back in exchange
Save · Subtle
Rules & Authority¶
- Crafting priced in health — recipes that cost blood — A bench that charges health: it refuses what you cannot survive, and takes the price when the craft lands
Crafting, Health · Composite - Cutscene locks and safe zones from one authority switch — A cutscene lock, safe zone or spectator mode built from the authority seam every system already ships — without touching
timeScale
Crafting, Currency, Health, Inventory, Pickups, Status Effects · Composite - Multi-currency crafting costs — Fifty gold and three shards, with the shards reserved the moment the craft is accepted and taken only when it lands
Crafting, Currency · Composite - Reduced-effects mode for pickups — Silence chosen decorator types on every effect chain built while it is installed — on the one seam whose default is public, so it can be wrapped instead of transcribed
Pickups · Composite
Systems You Own¶
- Ability system from Health and Status Effects — four parts you already own — Charging before you know whether the spell landed is how a boss’s immunity bills the player for nothing — the ordering that prevents it, and the one comparison that answers it
Health, Status Effects · Subtle - Faction reputation from attributes — standing, and what standing means — Faction reputation is one attribute id per faction and a table of names you wrote — the game writes no save code, and the range you configured in the inspector does not apply to a faction created in code
Attributes, Save · Composite - Kill attribution from the health component — who killed it — The killer is already recorded on every hit — read it inside
Diedand kill credit is a subscription rather than a plumbing job through your own damage calls
Health · Subtle - Quest objectives that count inventory changes — “Hold ten herbs” is a subscription and a latch — but InventoryDelta is a SLOT delta, so a tidy-up, a swap and a drag into a chest all look like a haul
Inventory, Save · Subtle - Weighted random tables for anything — spawns, barks, weather — The drop-table roller never resolves the id it awards — so the same seeded, cycle-guarded picker chooses your encounters too, and hands you a string. Turning it into a spawn is still yours
Loot · Subtle
All of them, in one table¶
| Recipe | Systems | Package | Shape | What it gives you |
|---|---|---|---|---|
| 2D facing direction for pickups | Pickups | Inventory, Pickups & Crafting | Focused | Face-to-pick-up works for a sprite that never rotates — without a provider the fallback points permanently up, so in 2D this seam is required rather than optional |
| Ability system from Health and Status Effects — four parts you already own | Health, Status Effects | Health & Status Effects | Subtle | Charging before you know whether the spell landed is how a boss’s immunity bills the player for nothing — the ordering that prevents it, and the one comparison that answers it |
| All-or-nothing item delivery — a pouch that arrives whole or not at all | Inventory | Inventory, Pickups & Crafting | Subtle | A loot pouch that arrives whole or not at all — because a partial delivery reported as a refusal is not a refusal, it is duplication |
| Automatic currency exchange at the till | Currency, Economy | Currency & Economy | Subtle | Short on gold and long on silver, the till converts the exact minimum — by searching a quote that only runs the other way |
| Character stats from equipment and buffs | Attributes, Inventory, Status Effects | Complete | Composite | A worn ring and a running buff raise the same number, and nothing anywhere applies or removes a bonus — contributions are pulled at the read, not pushed at the change |
| Coin-operated pickups — vending plates, toll gates, paid doors | Pickups, Currency | Complete | Subtle | A coin-operated door or vending plate, ordered so the money only moves once the goods have landed |
| Crafting output routed to linked storage — each bench fills its own chest | Crafting | Inventory, Pickups & Crafting | Subtle | Send each bench's output to the chest it feeds — and never route on the quantity, because batch crafting binary-searches the count |
| Crafting priced in health — recipes that cost blood | Crafting, Health | Complete | Composite | A bench that charges health: it refuses what you cannot survive, and takes the price when the craft lands |
| Crafting that outputs a status effect — brewing straight into a buff | Crafting, Status Effects | Complete | Composite | A craft that ends in an effect on the crafter rather than an item in the bag |
| Crafting with a full inventory — output drops to the ground | Crafting, Loot, Pickups | Inventory, Pickups & Crafting | Composite | A job that finishes into a full bag drops its output on the ground rather than evaporating |
| Cutscene locks and safe zones from one authority switch | Crafting, Currency, Health, Inventory, Pickups, Status Effects | Complete | Composite | A cutscene lock, safe zone or spectator mode built from the authority seam every system already ships — without touching timeScale |
| Damage mitigation funded by currency — a shield that spends money | Health, Currency | Complete | Subtle | A ward that buys off damage a point at a time — charging first, because a mitigation that can be sized to the payment should be |
| Death drops from the actor's real inventory | Health, Inventory, Loot | Complete | Composite | On death, scatter some of what the actor was actually carrying — a drop table built from the corpse, not authored in advance |
| Diminishing returns on healing | Health | Health & Status Effects | Composite | Anti-stacking diminishing returns, on the one Health seam the pipeline consumes and nothing implements |
| Dynamic loot odds — drop rates that shift with the player's condition | Loot, Health, Status Effects | Complete | Composite | Better odds when the player is nearly dead, or while a buff is running — real odds, decided at the roll |
| Dynamic shop prices from the buyer's status effects | Economy, Status Effects | Complete | Focused | Prices that read the buyer's condition at the moment of the sale |
| Equipment that applies status effects — a cursed item | Inventory, Status Effects | Complete | Subtle | Wearing it applies a status effect; taking it off removes that one and leaves the potion's alone |
| Faction reputation from attributes — standing, and what standing means | Attributes, Save | Complete | Composite | Faction reputation is one attribute id per faction and a table of names you wrote — the game writes no save code, and the range you configured in the inspector does not apply to a faction created in code |
| Health as currency — a shop that takes payment in blood | Economy, Health, Currency | Complete | Focused | The same shop service and the same price bundle, with a wallet that happens to be a body |
| Inventory capacity from a stat — a bag that grows with the character | Attributes, Inventory, Save | Complete | Subtle | A slot count that follows a stat and shrinks without eating anything — driven by a value that raises no event when it changes |
| Inventory search for craftable items | Inventory, Crafting | Inventory, Pickups & Crafting | Composite | The search seam is handed a raw string, so the box can be a query language — @craftable lights up exactly the ingredients for something you could finish right now |
| Inventory sorting with pinned slots | Inventory | Inventory, Pickups & Crafting | Composite | Hit Sort and the potion you always keep in slot two stays in slot two — on the seam whose last line of comparison is the whole of a documented stable sort |
| Item salvage from the recipes you already wrote | Crafting, Loot, Inventory | Inventory, Pickups & Crafting | Composite | Break an item back down into some of what it was made of, by reading the recipes you already wrote backwards |
| Kill attribution from the health component — who killed it | Health | Health & Status Effects | Subtle | The killer is already recorded on every hit — read it inside Died and kill credit is a subscription rather than a plumbing job through your own damage calls |
| Last stand — survive one lethal hit, then the cooldown | Health | Health & Status Effects | Focused | Survive one otherwise-lethal hit, then go on cooldown — and only spend the save when it was needed |
| Loot pity system — bad-luck protection on drop tables | Loot | Inventory, Pickups & Crafting | Subtle | After a dry spell the next award is swapped for one from a table you author — and the printed odds never move |
| Loot table validation — catching a loot tree that quietly awards nothing | Loot | Inventory, Pickups & Crafting | Focused | Finds the cycles, dead branches and truncated nesting that award nothing in a release build |
| Multi-currency crafting costs | Crafting, Currency | Complete | Composite | Fifty gold and three shards, with the shards reserved the moment the craft is accepted and taken only when it lands |
| Non-stacking debuffs — only your worst debuff counts | Health | Health & Status Effects | Composite | Two 1.5x curses make you take 50% more damage, not 125% — on the one seam the framework checks first and nothing implements |
| Offline crafting report — while you were away | Crafting | Inventory, Pickups & Crafting | Focused | What finished, what could not be delivered, and what is still on the bench when a save loads |
| Offline time for status effects — buffs that run down while the game is closed | Status Effects, Save | Health & Status Effects | Subtle | Offline time that expires effects rather than running them, on a save participant that has to go last |
| Paid healing — a healer who charges by the point | Health, Currency | Complete | Composite | Bill for the healing that actually landed, not the healing that was asked for |
| Persistent looted state — a chest that stays looted | Loot, Save | Inventory, Pickups & Crafting | Subtle | Open it once and it is empty forever, including across a reload |
| Persistent shop stock — a shop that remembers | Economy, Save | Currency & Economy | Subtle | Stock that goes down when players buy things, and is still as they left it after a reload |
| Quest objectives that count inventory changes | Inventory, Save | Inventory, Pickups & Crafting | Subtle | “Hold ten herbs” is a subscription and a latch — but InventoryDelta is a SLOT delta, so a tidy-up, a swap and a drag into a chest all look like a haul |
| Reduced-effects mode for pickups | Pickups | Inventory, Pickups & Crafting | Composite | Silence chosen decorator types on every effect chain built while it is installed — on the one seam whose default is public, so it can be wrapped instead of transcribed |
| Save backups — a save that survives a crash mid-write | Save | Any | Subtle | Keep the previous save, so an interrupted write does not take the run with it — the fourth time the thing to vary turned out to already be a parameter |
| Seeded crit rolls — an encounter that replays roll for roll | Health | Health & Status Effects | Composite | One seeded crit stream shared by every CritRule, so an encounter replays roll for roll — through the one of two install doors that survives a re-enable |
| Shop purchases with a full inventory | Economy, Pickups, Inventory | Complete | Subtle | The purchase lands on the floor instead of the sale failing: the same shop, with a different store |
| Stat stacking rules — additive, multiplicative, best-of | Attributes | Complete | Composite | Three incompatible stacking rules over one unchanged container — the evidence for the combiner the framework refuses to ship |
| A status effect that drains currency — a curse that bleeds gold | Status Effects, Currency | Complete | Focused | An effect you wrote yourself, draining currency every second through the ordinary status pipeline |
| Status effects on hit — fire damage that actually sets you on fire | Health, Status Effects | Health & Status Effects | Subtle | A hit tagged Fire leaves a burn behind — and the burn still runs out, because a status tick comes back through the same pipeline carrying the same tag |
| Transactional crafting — a craft that cleans up after itself | Crafting, Economy, Currency | Complete | Subtle | Charge, consume and deliver in one transaction — a leg that fails after another succeeded is compensated, and a repeat of the same request is replayed rather than charged again |
| Weighted random tables for anything — spawns, barks, weather | Loot | Inventory, Pickups & Crafting | Subtle | The drop-table roller never resolves the id it awards — so the same seeded, cycle-guarded picker chooses your encounters too, and hands you a string. Turning it into a spawn is still yours |
| Wiring stats into damage multipliers | Attributes, Health, Status Effects | Complete | Composite | The four stat seams Health and Status Effects already publish disagree about what "no change" means, and two of them quietly discard your answer |
| World flags in one save participant — one store, many facts | Save | Any | Subtle | A hundred world flags in one save section instead of a hundred participants — with the two hazards that removes, and the one it hands back in exchange |
The three things each row tells you¶
Systems is what a recipe needs installed. It comes from the recipe's own assembly definition, so it cannot drift away from the code — with one honest exception: five recipes reach a further system at runtime through an integration assembly, a bootstrap, or an interface whose only consumer lives elsewhere, rather than by reference. Those are listed too, because "what do I need installed" is the question being asked, and each page explains its own case.
Package follows from the systems. Read it first if you own a single package, because systems are grouped and it is not guessable: Loot ships inside Inventory, Pickups & Crafting, so a recipe naming two systems from different packages needs Complete however modest it looks. Where a recipe is Complete-only the page is still worth reading on a single package — the seam it finds is usually in your systems even when the composition is not.
One row says Any, and it is not a rounding error. Save lives in Core, and Core ships in every package, so a save that survives a crash mid-write runs wherever RevFramework does.
Shape is signposting, and nothing else
Focused is one idea — read it top to bottom and you have it. Composite is two or more behaviours where the relationship between them is the point. Subtle means correctness turns on timing, ordering, atomicity or lifecycle: transactions, re-entrancy, restore order, partial success.
It describes the composition, never you, and never support status — every recipe here is supported identically. It is not a difficulty ladder to climb in order. Plenty of people will want the subtle ones first, because that is where the interesting findings are.
Shape is also not size or system count. Lockdown touches six systems and is Composite; a forty-line save store is Subtle because one line in it has to be in the right place.
One of them is deliberately much wider than the rest. One switch that refuses everything needs six systems, and so compiles only where all six are present. That is the recipe, not an accident of how it was written: every system ships an authority seam, and the only way to show that they are the same seam is to answer for all of them at once. Split it into three narrower recipes and the finding it exists to carry disappears. The test applied here is whether a recipe needs its width or is collecting systems — and that one needs it.
How to use them¶
Copy the class into your own project and change it. That is the intended path — these are not a library, nothing here ships in the package, and there is no RevFramework.Cookbook assembly to reference. Every recipe uses only the public API, and CI compiles each one against the framework on every change — so a release that moved a seam one of them depends on would break the build rather than break it quietly.
That is a compile guarantee, and it is worth being precise about what it does not cover. A recipe is example code: it is compiled, not run. A framework change that keeps a signature and changes what it does — or an id, a default or a wiring step that stops matching — compiles perfectly and is exactly the kind of thing that has needed catching here before. Read a recipe as a pattern to understand, not as a component under warranty.
Once you change it, it is your code
That is not a disclaimer bolted on — it is what "copy it and change it" means. A recipe you have edited is part of your codebase, and debugging it is your job in the same way the rest of your game is. Support covers the framework's behaviour, and a reproducible framework bug is always worth reporting. It does not cover a modified copy of a class from this page.
Which is also why every page spends more words on why the composition works than on what the code does line by line: the pattern is the part you keep after you have changed everything else.
Read the warnings, even if you skip the code
The boxed notes on each page are the parts that cost time to find — a swap that raises no unequip event, a preview that must run your arithmetic but touch no state, a runtime object Unity will not collect for you. They are worth a minute whether or not you use the recipe they came from.
Related¶
- System documentation — what each system is for, how it is put together, and its public API. Start there if a system is new to you; come here once you want to combine two of them.
- Teachables — the guided, in-editor demonstrations. They show a system working; these show systems meeting.