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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

Shops & Economy

Crafting & Progression

Characters & Stats

Items & Equipment

Loot & Rewards

Persistence & State

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

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.

  • 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.