RevFramework Inventory — Quickstart (Real Service Flow)
Learn how the core inventory loop works in RevFramework. This quickstart walks through the real service-driven flow used by the Inventory system — showing how items are given, read, and removed using the same APIs you’d use in production. This is not about UI. It’s about the runtime flow that drives everything. We cover CharacterInventory (owner binding) SceneInventoryService (the runtime service layer) ItemDefinition basics (quick demo setup) Giving items via GiveExact Reading containers via Get Removing items via RemoveFromSlot Clearing inventory through service writes Result-first workflow using InvOpResult What’s actually happening Every action in this panel goes through the SceneInventoryService. That means: capacity rules are enforced slot filters are respected authority checks are applied and every operation returns a real result Nothing is faked. Nothing is bypassed. Key idea Inventory is service-driven and result-first. You don’t mutate state directly. You go through the service — and you read the result. Why this matters This is the foundation for: pickups crafting outputs rewards equipment systems inventory UI If you understand this flow, everything else builds on top of it. Notes This panel is a teachable, not a production UI Teach text is disabled in the video for clarity All operations go through the real runtime service layer
Download
0 formatsNo download links available.