Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $74.50. The latest store price is $149.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $149 | Latest store price | |
| $149 | Unity First Price 2026-06-19 2026-06-26 | |
| $74.50 | Unity New Release Discount 2026-06-17 2026-07-01 | |
| $74.50 | Unity New Release Discount 2026-06-17 2026-07-01 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About RevFramework: Inventory, Pickups & Crafting
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Learning & Tutorials
INVENTORY, PICKUPS & CRAFTING
If something fails, it tells you why.
That is the rule every RevFramework system is built around. Explicit APIs. Deterministic RNG and rounding. Real failure codes. No guesswork.
--------------------------------------------------------
⚠️ READ THIS BEFORE YOU BUY
RevFramework is for developers comfortable writing C# in Unity.
It is not a no-code tool. There are no drop-in prefabs that "just work" and there is no inspector-only configuration path. If that is what you are looking for, this is the wrong asset — and I would rather you knew now than after buying. That is not a criticism of what you need; it is a different tool for a different job.
The full documentation site is public and needs no purchase. Read it and decide for yourself before you spend anything:
https://revandrab.github.io/RevFramework/
--------------------------------------------------------
🧩 WHAT YOU GET
Four gameplay systems, each usable on its own:
🧺 Inventory — slot-based containers, hotbars, equipment slots and filters, stack split/merge/swap/move, replaceable sort and search strategies, JSON snapshot save and restore
🎁 Pickups — 2D and 3D pipelines, multiple interaction modes, effect-driven architecture so you define what "pickup" means, decorators, cooldowns
🔨 Crafting — job-based with preflight validation and progress tracking, batch crafting, validators, modifiers, output routing, workbenches, deterministic RNG, optional offline progress
💎 Loot — drop tables, weighted and independent-chance rolls, nested tables with cycle detection, and delivery that accounts for every award: given to the owner, dropped into the world, or named in an Undelivered event. Never silently discarded, which is the failure a loot system is likeliest to hide
Plus a save layer: a coordinator, a file store, participant ordering, and carry-over — so loading a save written by a build that had a system you have since removed does not discard that data permanently.
Crafting declares that it must restore after Inventory, and the coordinator enforces it rather than leaving it to a note you had to read and obey.
Not included: Health, Status Effects, Currency and Economy. Those ship in their own packages, or all eight systems together in RevFramework Complete.
You are not buying a prefab kit. You are buying gameplay architecture.
--------------------------------------------------------
🔥 WHY IT IS DIFFERENT
Most Unity assets give you templates and hope the pieces fit together. RevFramework gives you systems and explanations.
Inventory operations return a result object: a success flag, a machine-readable reason code, and an optional message. A craft that cannot start tells you which input was missing. A pickup that was refused says so. A loot award that could not be delivered is named in an event rather than vanishing.
If something fails, you know why. If a rollback occurs, you can trace it. By design, not by luck.
--------------------------------------------------------
🎓 IT TEACHES ITSELF INSIDE THE EDITOR
This is where RevFramework is genuinely different, and it is the hardest part to show in a screenshot.
TEACHABLE PANELS
Interactive panels built into the framework, already placed in the sample scenes. Press Play, read what the panel is teaching, toggle the edge cases, press the buttons, and watch live results — stacks, slots, craft jobs, failure reasons, state changes. When it makes sense, copy the service calls into your own UI and delete the panel.
Most are written as hostile consumers: restricted to the public API and nothing else. No internal namespaces, no reflection, no undocumented helpers, no sample-only utilities. That constraint is the point. If they compile and run, the public API is genuinely sufficient to build on.
They teach the framework and verify its API surface at the same time.
DOCUMENTATION
- Public MkDocs site, freely readable before you buy
- Every system has an Overview, Mental Model, Integration Surfaces, Public API, System Guarantees Matrix, Testing Philosophy, System Boundaries and FAQ
- Folder-level READMEs beside the source, explaining intent and reasoning rather than restating what the code says
- A guarantees matrix per system that lists what it does NOT promise as plainly as what it does
Where a page has been wrong, the correction says so instead of quietly replacing the text. Where a design costs you something, the documentation lists the cost.
--------------------------------------------------------
🧪 TESTING AND RELIABILITY
RevFramework is built test-first. Across the whole framework, including these systems:
EditMode 2519 tests 36 assemblies
PlayMode 402 tests 19 assemblies
Both green, run on every push against a clean Unity project in CI. The counts are stated rather than summarised because a number you can check is worth more than an adjective.
Four kinds: Hostile Consumer tests that exercise the public API through supported surfaces only; Internal Truth tests that pin documented behaviour so a refactor cannot silently change it; PlayMode tests for Unity lifecycle; and Convention tests that stop a fixed bug class from quietly returning.
Test assemblies are not shipped — you get clean runtime, editor, sample and teaching assemblies with no NUnit dependency and no compile overhead. The suite is a free download for owners instead.
--------------------------------------------------------
🧬 MODULARITY
Modularity is enforced at the assembly level, not just by folders. Each system compiles independently — delete Inventory and Crafting still builds. Integration lives in optional, define-gated layers rather than hard references, and scripting symbols update automatically as systems are added or removed.
No prefabs. No required singletons — every service is an instance you create, own and can substitute. No MonoBehaviour soup.
--------------------------------------------------------
🌐 MULTIPLAYER AND NETWORKING
Stated plainly because it is the likeliest mistaken assumption. RevFramework is netcode-agnostic: it does not implement networking, replication, prediction or rollback.
Authority binders let you gate mutations through your own ownership and permission rules, using NGO, Mirror, Photon, Fusion, or something you wrote. We give you the rules; your netcode drives the simulation.
--------------------------------------------------------
🎨 UI
Reference UI is included. It shows you how to talk to the systems correctly — it is not your game UI. Build your own with Canvas, UI Toolkit, or whatever fits.
--------------------------------------------------------
🚫 WHAT THIS IS NOT
Not a character controller.
Not a quest or dialogue system.
Not an AI framework. Not a visual node editor. Not a drag-and-drop template.
Not a locked UI workflow.
RevFramework gives you the foundations. You build the game.
--------------------------------------------------------
⚙️ REQUIREMENTS
- Unity 6.0 or later
- Built-in, URP and HDRP — runtime systems are render-pipeline agnostic
- Dimension-agnostic — no physics, controller or camera assumptions
- No third-party dependencies
- Full C# source included
Some sample scenes reference the Input System and Universal RP. Neither is a dependency of the framework, only of those scenes — and opening one without them names the objects and packages responsible rather than silently doing nothing.
Only the Runtime folder is required for a build. Documentation, Samples and Teaching are optional, and Pre-Build Clean archives them rather than deleting them.
--------------------------------------------------------
🔗 THE OTHER PACKAGES
- Health & Status Effects
- Currency & Economy
- RevFramework Complete — all eight systems
All share the same architecture, documentation standard and testing philosophy.
--------------------------------------------------------
🛒 SUPPORT
Reach out before leaving a review. If it is broken, it gets fixed.
Documentation: https://revandrab.github.io/RevFramework/
Email: [email protected]
--------------------------------------------------------
Every system. Every failure. If something fails, it tells you why.
That is not a feature. It is the foundation everything else is built on.
If something fails, it tells you why.
That is the rule every RevFramework system is built around. Explicit APIs. Deterministic RNG and rounding. Real failure codes. No guesswork.
--------------------------------------------------------
⚠️ READ THIS BEFORE YOU BUY
RevFramework is for developers comfortable writing C# in Unity.
It is not a no-code tool. There are no drop-in prefabs that "just work" and there is no inspector-only configuration path. If that is what you are looking for, this is the wrong asset — and I would rather you knew now than after buying. That is not a criticism of what you need; it is a different tool for a different job.
The full documentation site is public and needs no purchase. Read it and decide for yourself before you spend anything:
https://revandrab.github.io/RevFramework/
--------------------------------------------------------
🧩 WHAT YOU GET
Four gameplay systems, each usable on its own:
🧺 Inventory — slot-based containers, hotbars, equipment slots and filters, stack split/merge/swap/move, replaceable sort and search strategies, JSON snapshot save and restore
🎁 Pickups — 2D and 3D pipelines, multiple interaction modes, effect-driven architecture so you define what "pickup" means, decorators, cooldowns
🔨 Crafting — job-based with preflight validation and progress tracking, batch crafting, validators, modifiers, output routing, workbenches, deterministic RNG, optional offline progress
💎 Loot — drop tables, weighted and independent-chance rolls, nested tables with cycle detection, and delivery that accounts for every award: given to the owner, dropped into the world, or named in an Undelivered event. Never silently discarded, which is the failure a loot system is likeliest to hide
Plus a save layer: a coordinator, a file store, participant ordering, and carry-over — so loading a save written by a build that had a system you have since removed does not discard that data permanently.
Crafting declares that it must restore after Inventory, and the coordinator enforces it rather than leaving it to a note you had to read and obey.
Not included: Health, Status Effects, Currency and Economy. Those ship in their own packages, or all eight systems together in RevFramework Complete.
You are not buying a prefab kit. You are buying gameplay architecture.
--------------------------------------------------------
🔥 WHY IT IS DIFFERENT
Most Unity assets give you templates and hope the pieces fit together. RevFramework gives you systems and explanations.
Inventory operations return a result object: a success flag, a machine-readable reason code, and an optional message. A craft that cannot start tells you which input was missing. A pickup that was refused says so. A loot award that could not be delivered is named in an event rather than vanishing.
If something fails, you know why. If a rollback occurs, you can trace it. By design, not by luck.
--------------------------------------------------------
🎓 IT TEACHES ITSELF INSIDE THE EDITOR
This is where RevFramework is genuinely different, and it is the hardest part to show in a screenshot.
TEACHABLE PANELS
Interactive panels built into the framework, already placed in the sample scenes. Press Play, read what the panel is teaching, toggle the edge cases, press the buttons, and watch live results — stacks, slots, craft jobs, failure reasons, state changes. When it makes sense, copy the service calls into your own UI and delete the panel.
Most are written as hostile consumers: restricted to the public API and nothing else. No internal namespaces, no reflection, no undocumented helpers, no sample-only utilities. That constraint is the point. If they compile and run, the public API is genuinely sufficient to build on.
They teach the framework and verify its API surface at the same time.
DOCUMENTATION
- Public MkDocs site, freely readable before you buy
- Every system has an Overview, Mental Model, Integration Surfaces, Public API, System Guarantees Matrix, Testing Philosophy, System Boundaries and FAQ
- Folder-level READMEs beside the source, explaining intent and reasoning rather than restating what the code says
- A guarantees matrix per system that lists what it does NOT promise as plainly as what it does
Where a page has been wrong, the correction says so instead of quietly replacing the text. Where a design costs you something, the documentation lists the cost.
--------------------------------------------------------
🧪 TESTING AND RELIABILITY
RevFramework is built test-first. Across the whole framework, including these systems:
EditMode 2519 tests 36 assemblies
PlayMode 402 tests 19 assemblies
Both green, run on every push against a clean Unity project in CI. The counts are stated rather than summarised because a number you can check is worth more than an adjective.
Four kinds: Hostile Consumer tests that exercise the public API through supported surfaces only; Internal Truth tests that pin documented behaviour so a refactor cannot silently change it; PlayMode tests for Unity lifecycle; and Convention tests that stop a fixed bug class from quietly returning.
Test assemblies are not shipped — you get clean runtime, editor, sample and teaching assemblies with no NUnit dependency and no compile overhead. The suite is a free download for owners instead.
--------------------------------------------------------
🧬 MODULARITY
Modularity is enforced at the assembly level, not just by folders. Each system compiles independently — delete Inventory and Crafting still builds. Integration lives in optional, define-gated layers rather than hard references, and scripting symbols update automatically as systems are added or removed.
No prefabs. No required singletons — every service is an instance you create, own and can substitute. No MonoBehaviour soup.
--------------------------------------------------------
🌐 MULTIPLAYER AND NETWORKING
Stated plainly because it is the likeliest mistaken assumption. RevFramework is netcode-agnostic: it does not implement networking, replication, prediction or rollback.
Authority binders let you gate mutations through your own ownership and permission rules, using NGO, Mirror, Photon, Fusion, or something you wrote. We give you the rules; your netcode drives the simulation.
--------------------------------------------------------
🎨 UI
Reference UI is included. It shows you how to talk to the systems correctly — it is not your game UI. Build your own with Canvas, UI Toolkit, or whatever fits.
--------------------------------------------------------
🚫 WHAT THIS IS NOT
Not a character controller.
Not a quest or dialogue system.
Not an AI framework. Not a visual node editor. Not a drag-and-drop template.
Not a locked UI workflow.
RevFramework gives you the foundations. You build the game.
--------------------------------------------------------
⚙️ REQUIREMENTS
- Unity 6.0 or later
- Built-in, URP and HDRP — runtime systems are render-pipeline agnostic
- Dimension-agnostic — no physics, controller or camera assumptions
- No third-party dependencies
- Full C# source included
Some sample scenes reference the Input System and Universal RP. Neither is a dependency of the framework, only of those scenes — and opening one without them names the objects and packages responsible rather than silently doing nothing.
Only the Runtime folder is required for a build. Documentation, Samples and Teaching are optional, and Pre-Build Clean archives them rather than deleting them.
--------------------------------------------------------
🔗 THE OTHER PACKAGES
- Health & Status Effects
- Currency & Economy
- RevFramework Complete — all eight systems
All share the same architecture, documentation standard and testing philosophy.
--------------------------------------------------------
🛒 SUPPORT
Reach out before leaving a review. If it is broken, it gets fixed.
Documentation: https://revandrab.github.io/RevFramework/
Email: [email protected]
--------------------------------------------------------
Every system. Every failure. If something fails, it tells you why.
That is not a feature. It is the foundation everything else is built on.