Core
01 Scylla Core
Last Updated: October 7, 2026The foundational module of the Scylla framework, providing the bootstrap, module manager, event bus, and core utilities that every other module builds on.
02 Core – Overview
Last Updated: October 7, 2026What Scylla Core is, the problem it solves, and everything it gives you: the bootstrap, module system, event bus, time, configuration, logging, and a broad utility library.
03 Core – Getting Started
Last Updated: October 7, 2026Install Scylla Core, wire the bootstrap into a scene, and get the framework running and logging in a couple of minutes.
04 Core – Upgrading
Last Updated: October 7, 2026How Scylla Core versions, what a major, minor, or patch release means for a project already using it, and the specific steps for each release so far.
05 Core – Changelog
Last Updated: October 7, 2026What shipped in each Scylla Core release, from the initial framework foundation that landed at 1.0.0 down through every fix that follows.
06 Core Architecture – Overview
Last Updated: October 7, 2026A tour of the framework's runtime spine: the bootstrap component you drop in a scene, the C# singleton it creates, the module manager that drives the lifecycle, and the supporting subsystems every module can count on from the first frame.
07 Core Architecture – Module System
Last Updated: October 7, 2026Scylla's tiered module architecture: how you define modules, declare dependencies, hook into the lifecycle, and query or control them at runtime.
08 Core Architecture – Bootstrap Lifecycle
Last Updated: October 7, 2026How the framework starts up in three phases, shuts down cleanly, and where you hook your own code into both moments.
09 Core Architecture – Tiered Modules
Last Updated: October 7, 2026How you place a new module in the right tier, pick an initialization priority, and keep dependencies flowing in only one direction as the framework grows.
10 Core Architecture – Event System
Last Updated: October 7, 2026The Scylla Event eXchange (SEX) is your project-wide publish/subscribe layer, giving any module or gameplay system a way to talk to the rest of the game without holding direct references to it.
11 Core Systems – Configuration
Last Updated: October 7, 2026A dual-layer configuration system that pairs ScriptableObject defaults with runtime JSON overrides, so you can ship sensible numbers and still let players or designers tune them without a rebuild.
12 Core Systems – Logging
Last Updated: October 7, 2026Centralized logging with severity levels, category tags, and pluggable receivers so every diagnostic message in your game flows through one pipeline you can filter, capture to disk, or strip from release builds.
13 Core Systems – Time
Last Updated: October 7, 2026Pause-aware time with layered timescale modifiers and multi-clock support, giving you the substrate behind bullet-time, hit-stop, in-game calendars, and deterministic replays.
14 Core Systems – Scene Manager
Last Updated: October 7, 2026Framework persistence across scene loads plus managed async scene loading with progress reporting, an activation gate, transition hygiene, and optional Addressables routing.
15 Core Structures – Collections Overview
Last Updated: October 7, 2026Predictable-allocation collection types that fill the BCL gaps when your game code needs priority queues, ring buffers, tries, disjoint sets, and thread-safe containers without surprise GC churn.
16 Core Structures – Queues, Stacks, and Buffers
Last Updated: October 7, 2026Five predictable-allocation container types, a FIFO (First-In, First-Out) queue, a double-ended queue, a binary-heap priority queue, a LIFO (Last-In, First-Out) stack, and a fixed-capacity ring buffer, each with a Burst-compatible DOTS (Data-Oriented Technology Stack) variant for job code and an optional synchronized wrapper for cross-thread use.
17 Core Structures – Maps and Dictionaries
Last Updated: October 7, 2026Key-value lookup types for game code, from a general-purpose hash map and a type-and-ID keyed registry through a Burst-compatible native map to a dictionary that survives Unity's serializer.
18 Core Structures – Specialized Structures
Last Updated: October 7, 2026Three purpose-built structures, a packed bit set, a union-find structure, and a prefix tree, each solving one specific algorithmic shape that the general-purpose collections do not cover.
19 Core Structures – Spatial Structures
Last Updated: October 7, 2026Burst-compatible spatial data structures (loose quadtree, loose octree, BVH (Bounding Volume Hierarchy), KD-tree) that keep overlap, radius, ray, and nearest-neighbor queries fast even when the world holds thousands of moving entities.
20 Core Structures – Graph
Last Updated: October 7, 2026Mutable adjacency list, immutable CSR, and a zero-copy grid adapter, all sharing one interface, so BFS, Dijkstra, topological sort, and component analysis run on any game graph you throw at them.
21 Core Structures – Grid
Last Updated: October 7, 2026Square, hex, and triangle grid utilities you can use to address cells, edges, and corners in world space, run neighbor and range queries, draw lines of sight, and flood-fill connected regions in any tile-based game.
22 Core Structures – Object Pools
Last Updated: October 7, 2026Free-list object pools for managed C# instances and Unity objects that let you eliminate GC spikes from bullets, particles, audio sources, and enemies by paying the allocation cost once during loading and recycling instances forever after.
23 Core Structures – State Machines
Last Updated: October 7, 2026Four state machines over one shared context: flat, hierarchical, pushdown for interruptions that resume where they left off, and layered for behaviors that run side by side.
24 Core Utilities – Serialization
Last Updated: October 7, 2026JSON and tagged binary serialization with custom serializers, reference tracking, and schema migration - the layer that turns runtime game state into save files that survive format changes between patches.
25 Core Utilities – Crypto
Last Updated: October 7, 2026Authenticated encryption (AES-GCM, AES-CBC-HMAC, ChaCha20-Poly1305) with PBKDF2 key derivation, so your save files, leaderboard payloads, and stored player data resist tampering rather than just casual snooping.
26 Core Utilities – Compression
Last Updated: October 7, 2026A single facade over GZip, Deflate, BZip2, and ZIP so you can shrink save files, pack mod bundles, and compress network payloads without wiring a different API for each format.
27 Core Utilities – Checksum
Last Updated: October 7, 2026Six non-cryptographic checksums you can use to verify save-file integrity, detect corrupted downloads, and generate stable content fingerprints for asset deduplication.
28 Core Utilities – Tween
Last Updated: October 7, 2026A pooled, easing-aware tween system you can use to animate UI panels, ease object movement, sequence multi-step choreography, and produce juice effects with zero per-frame allocation after warm-up.
29 Core Utilities – Noise
Last Updated: October 7, 2026Coherent, cellular, and per-pixel noise with fractal layering, domain warping, and curl flows, so you can generate terrain heightmaps, cloud textures, cave masks, and particle flow fields without writing the math yourself.
30 Core Utilities – Random
Last Updated: October 7, 2026Pluggable random algorithms with helpers for dice, IDs, Poisson sampling, and the seeded determinism that daily-seed roguelikes and replay systems depend on.
31 Core Utilities – Math
Last Updated: October 7, 2026Numeric helpers for float-safe comparison, clamping, lerp, angle math, easing curves, coordinate conversions, and the small bits of geometry and complex math that show up in physics and procedural work.
32 Core Utilities – Ranges
Last Updated: October 7, 2026Bounded min and max pairs that carry their own containment, clamping and interpolation, so a damage range or a spawn delay travels as one value instead of two loose floats.
33 Core Utilities – Geometry
Last Updated: October 7, 2026The sizes, bounds and volumes you reach for when gameplay code needs to ask whether a thing is inside another thing, and how far away it is if not.
34 Core Utilities – Unit
Last Updated: October 7, 2026Strongly-typed unit structs for length, mass, time, speed, and the other physical quantities a game has to track, so you can never silently add kilometres to miles.
35 Core Utilities – String
Last Updated: October 7, 2026String utilities you reach for across every system in your game: stable cross-platform hashing, null-safe guards, ordinal comparisons, invariant number formatting, rich-text tag helpers, filename sanitization, and column-aligned tabular output for debug overlays and CLI commands.
36 Core Utilities – Collections
Last Updated: October 7, 2026Array and list helpers that grow a pooled buffer in place, search without allocating, and return a sensible default instead of throwing when the collection is null or empty.
37 Core Utilities – Procedural Map Gen
Last Updated: October 7, 2026Deterministic, grid-based level generators behind dungeon crawlers, roguelike floor layouts, and any other game that wants a fresh map every run without designers placing tiles by hand.
38 Core Utilities – Debug Draw
Last Updated: October 7, 2026Immediate-mode shape drawing in world and screen space that you reach for when you need to see what your AI sight cones, pathfinding nodes, hitboxes, and spatial queries are actually doing at runtime.
39 Core Utilities – Color
Last Updated: October 7, 2026Parse a hex string, shift a hue, blend two colors without going gray in the middle, check text contrast against WCAG, preview a palette through color blindness, and derive harmonies and shading ramps from one base color.
40 Core Utilities – Palette
Last Updated: October 7, 2026A unified registry for named color palettes, gradients, and swatch collections, so you can author UI tints, terrain biomes, and faction colors once and look them up by name, role, or tag from anywhere in your game.
41 Core Utilities – UI Layout
Last Updated: October 7, 2026Flexbox- and grid-style layout components for uGUI that size and position your HUDs, menus, and inventory screens automatically, so RectTransform anchors stop being a per-resolution chore.
42 Core Utilities – UI
Last Updated: October 7, 2026The runtime toolkit you reach for when building debug overlays, combat logs, and HUD widgets in code: fluent builders for TMP (TextMeshPro) labels and input fields, momentum and line-stepped scroll views, anchor and spacing value types, and a one-call debug canvas bootstrap.
43 Core Utilities – Unity Objects
Last Updated: October 7, 2026Cached component lookups, safe hierarchy walking, recursive activation and layer changes, and transform helpers that work in polar, cylindrical and spherical coordinates.
44 Core Utilities – Time
Last Updated: October 7, 2026Frame-cached delta time, rolling frame rate statistics, countdown timers with events, and the formatting that turns a float of seconds into a clock a player can read.
45 Core Utilities – System
Last Updated: October 7, 2026Reflection and type lookup with caching, interface-typed component queries Unity does not offer, thread-safety primitives with main-thread marshalling, platform capability checks, and Resources loading that names the asset it could not find.
46 Core Utilities – File IO
Last Updated: October 7, 2026A validated, typed-error file I/O facade that handles save data, user configs, screenshots, and large binary transfers the same way across every platform your game ships on.
47 Core Utilities – Config File
Last Updated: October 7, 2026The in-memory shape of a Scylla JSON configuration file, giving you deterministic ordering, type-tagged values, and a merge primitive that folds user overrides on top of built-in defaults without losing information.
48 Core Systems – Persistence Contracts
Last Updated: October 7, 2026The small save contract that lives in Core: an interface a system implements to make its state saveable, and a static registry that the Persistence module reads, so any module can take part in a save without referencing it.
49 Core Utilities – 3D Shapes
Last Updated: October 7, 2026Procedural mesh components for primitives, walls, stairs and props, with parameters you can retune in the Inspector or from code, palette-driven coloring, and optional colliders.