FRAMEWORK MODULES FOR UNITY

Health & Status Effects

Deterministic health, damage, and status systems built for real gameplay logic
not magic callbacks.

What this bundle gives you

This bundle provides a clean, deterministic foundation for handling health, damage, healing, and gameplay state over time.

Health and status effects are treated as explicit systems, not side effects hidden inside abilities, animations, or callbacks.

Core health and damage handling

Explicit control over health values, damage application, healing, and death conditions.

Composable status effects

Buffs, debuffs, DOTs, HOTs, and timed modifiers built as modular effects — not hard-coded logic.

Deterministic state evaluation

Status application, stacking, duration, and expiry are predictable and inspectable.

System-agnostic by design

No assumptions about combat, abilities, controllers, or animation systems.

Health is state. Status effects are state transitions. Nothing is implicit.

Included Systems

Health System

A deterministic health system with explicit control over damage, healing, and death.

Deterministic health handling with explicit state changes and clear application paths.

  • Explicit health state management
    Health values, damage, healing, and death conditions are handled directly and predictably.

  • Clear application paths
    Damage and healing are applied through defined flows — not animation events or magic callbacks.

  • No assumptions about combat or controllers
    Works with any combat, ability, or interaction system — or none at all.

  • Designed for inspection and extension
    Health changes are visible, traceable, and safe to extend.

Status Effects System

Composable status effects built as state transitions, not embedded logic.

Composable status effects with explicit lifecycle handling and predictable evaluation.

  • Modular status effects
    Buffs, debuffs, DOTs, HOTs, and timed modifiers implemented as independent effects.

  • Predictable lifecycle management
    Application, stacking, duration, refresh, and expiry are explicit and inspectable.

  • No hard dependency on Health or Abilities
    Status effects can modify any state — not just health.

  • Designed for composition, not inheritance
    Combine effects safely without subclass explosions.

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 Health & Status Effects 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 Health & Status Effects

A deterministic foundation for health, damage, and gameplay state in Unity.