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RevFramework Crafting — How Recipes Work (Authoring & Execution)

May 1, 2026
3:44

Learn how recipes work in the RevFramework Crafting system in Unity. In the quickstart, we used recipes to drive crafting — but here we break down what a recipe actually is, how it’s created, and how the CraftingService uses it. This is not about UI or panels — it’s about the data model that defines every craft. We cover: How recipes are authored through wrappers (standalone vs integration) How standalone and inventory-integrated recipes differ How custom wrappers can plug into the same system What a recipe actually contains: Inputs (required items) Outputs (result items) Optional currency cost Craft time (instant vs job-based) Station tags for workbench filtering How recipes are resolved into the core crafting model How preflight uses recipe data to determine what’s possible How enqueue uses the same data to drive the full crafting pipeline Key idea: Recipes define the rules. The CraftingService enforces them. Once you understand recipes, everything else in the system builds on top of them — validators, modifiers, routing, and workbenches. RevFramework is designed for developers comfortable with C# scripting in Unity. If you’re looking for a no-code solution, this isn’t the right tool. #Unity #GameDev #RevFramework

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RevFramework Crafting — How Recipes Work (Authoring & Execution) | NatokHD