FRAMEWORK MODULES FOR UNITY
Inventory, Pickups & Crafting
Core item flow systems for real Unity projects
What this bundle gives you
This bundle covers the complete lifecycle of items in a Unity game — from definition and storage, through pickup and consumption, to crafting and output.
Each system is modular, adapter-driven, and designed to work together without forcing you into a monolithic framework.
End-to-end item flow
Capture clean, consistent icons from any prefab with adjustable framing, lighting rigs, orthographic/perspective control, and multi-angle exports.
Fully decoupled systems
Preview animations, scrub timelines, capture keyframes or full sequences, and export sprite sheets or PNG sequences with pixel-perfect pivots.
Deterministic logic
Capture clean, consistent icons from any prefab with adjustable framing, lighting rigs, orthographic/perspective control, and multi-angle exports.
Single-player and multiplayer ready
Preview animations, scrub timelines, capture keyframes or full sequences, and export sprite sheets or PNG sequences with pixel-perfect pivots.
Nothing is injected. Nothing runs unless you wire it in.
Included Systems
Inventory System
A flexible, data-driven inventory system built around clear rules, not hard assumptions.
Data-driven inventory with slot restrictions, equipment acceptance, and visual attachment handled explicitly by item definitions.
ScriptableObject-based item definitions
Items are defined as data, not behaviour — easy to inspect, version, and extend.Slot and equipment restrictions handled by data
Slot acceptance, categories, and filters are evaluated explicitly, not hard-coded.Clear ownership and container boundaries
Inventories know who owns them and what they’re responsible for — no global state.No UI or controller assumptions
The framework provides logic only. You bring the UI, input, and presentation.
Pickup System
A world-first pickup pipeline built around effects, not hard dependencies.
World pickups using effect-based processing with optional decorators for VFX, audio, and logging.
Scriptable pickup definitions
Pickups are defined as data and resolved at runtime — no logic baked into world objects.Effect-based pickup processing
What happens on pickup is handled by composable effects, not monolithic handlers.Optional decorators (VFX, sound, logging)
Layer feedback and side effects without touching core pickup logic.No hard dependency on Inventory or Health
Pickups can grant items, currency, status effects — or anything else you define.
Crafting System
Recipe-driven crafting built around explicit rules, not hidden logic.
Recipe-driven crafting with optional stations, deterministic evaluation, and explicit inputs and outputs.
Recipe definitions with explicit inputs and outputs
Crafting behaviour is defined entirely by data — no implicit rules or side effects.Optional station-based crafting
Recipes can bind to world stations when needed, without requiring spatial crafting everywhere.Deterministic evaluation and progress tracking
Clear validation, predictable results, and transparent failure reasons.Inventory-agnostic by design
Crafting integrates with Inventory if present, but does not depend on it.
Every core system in RevFramework ships with dedicated demo scenes and teachable panels. Each key feature is demonstrated live in-scene, with clear explanations of what’s happening, why it matters, and how the pieces fit together. Full written documentation is provided via MkDocs, but the systems are designed to be understood by using them — not by memorising APIs.
Rev
Architecture
RevFramework systems are built to be understandable, replaceable, and safe to extend.
Nothing relies on hidden state, implicit ordering, or editor-time magic.
- Interfaces first, concrete types last
Systems communicate through contracts, not hard references.
- Adapters, not assumptions
Inventory, Currency, Health, and other systems integrate via adapters — not direct dependencies.
- Optional dependencies by design
Remove a system and the rest of the project still compiles and runs cleanly.
- Deterministic, inspectable logic
State changes are explicit, ordered, and visible — no background magic.
- Multiplayer-safe patterns
Authority-friendly logic that works with Mirror, NGO, Photon, Photon, or custom netcode.
No injected components. No global singletons. No editor-only logic leaking into runtime. If something runs, it’s because you wired it in.
Rev
See Inventory, Pickups & Crafting in action
A short walkthrough of the core systems, demo scenes, and teachable panels included in this bundle.
Full tutorials are available on YouTube — watch in any order.
Get Inventory, Pickups & Crafting
A modular foundation for item flow systems in real Unity projects.