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.

Why this isn’t fragile

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.

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.