RevFramework Modularity — Add, Remove, Restore Systems (Full Walkthrough)
This video demonstrates how modularity works in RevFramework — in a real Unity project. We start from an empty project, install multiple systems, then deliberately remove them, restore them, and clean up orphaned content. Nothing here is staged. The goal is to show how systems behave when they are added, removed, or partially present — and how the framework handles those states. Covered: Installing multiple systems (Inventory, Pickups, Crafting) Scripting symbol detection and updates Removing systems and observing compile-safe behaviour Orphan warnings and what they mean Cleaning up leftover sample and teaching content Restoring systems from the recycle bin Installing additional systems (Health, Status Effects) Mixing systems from different packages Restoring full project state using built-in tools Running a scene after recovery Key idea: Systems in RevFramework are modular at the assembly level. You can add or remove systems without breaking unrelated functionality. Warnings are intentional and indicate project state — not errors.
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