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RevFramework Pickups — Quickstart (Decoupled Pickup Flow)

May 1, 2026
3:20

Learn how the Pickups system works in RevFramework — and why it’s fully decoupled from Inventory. This scene demonstrates the core pickup flow, including trigger-based effects and custom pickup behaviour, while proving that pickups are not tied to any specific inventory implementation. This is not just about picking up items. It’s about how pickups route results into any system you choose. We cover Trigger-based pickup flow PickupEffect execution path Trigger → relay → pickup → effect runner flow Teleport pickup using standard PickupEffect Custom pickup behaviour using SimpleItemPickupInteractable Routing pickup results into a custom runtime container SimpleItemBag example (non-framework inventory) UI feedback for custom pickup results What’s actually happening The pickup system handles: interaction trigger detection filtering effect execution But it does not decide where the result goes. That behaviour is defined by the pickup itself. Key idea Pickups define the flow. You define the destination. Why this matters This keeps the system flexible: use RevFramework Inventory when you want the full system plug into your own inventory or save system route pickups into gameplay systems keep pickup logic separate from storage Notes This scene includes both standard effects and custom pickup overrides The SimpleItemBag is a demo-only container, not a production system No ItemDefinition or Inventory system is required for pickups to work

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RevFramework Pickups — Quickstart (Decoupled Pickup Flow) | NatokHD