Scylla provides a modular framework of systems and tools that have been designed to work together in the most optimal way, from fundamental layers like events and data structures to specialized systems like user input, camera controls, and character controls, and further up to dedicated systems that target specific game genres. All of this is provided in a modular architecture for which Scylla Core is the basis.
FEATURES
- A module system with deterministic, tiered initialization order, automatic dependency resolution, and fail-fast validation. It is used for every Scylla module and can be used to create custom modules.
- A strongly-typed event system with priority ordering and cancellation. It provides lifecycle-safe subscriptions that auto-clean up when Unity objects are destroyed.
- A centralized debug logger with category tagging, pluggable log receivers (Unity console and log files out of the box), and configurable log level.
- A time system that features pause and time-scaling control with a clean API, deterministic time mode for replays and tests, as well as calendar math, tick scheduler, and time-scale modifiers.
- A scene manager that keeps the framework alive across scene loads and handles managed scene loading: single or additive, awaitable operations with progress and lifecycle events, optional Addressables-based scenes, and automatic transition hygiene that cleans up in-flight tweens, time-scale modifiers, and event subscribers between scenes.
- A collection of high-performance data structures: Priority queue, deque, ring buffer, type map, bit array, disjoint set, object pool, trie. Spatial structures: quadtree, octree, BVH, KD-tree, loose variants. Graphs with traversal, MST, shortest path, connected components. Grid systems for square, hex, and triangle layouts. DOTS/Burst-compatible variants included.
- A feature-rich utility library:
- Math utils: math and number utils with Approximately, Interpolation, Complex, Polynomial, Monomial.
- Procedural, deterministic noise generation: 6 algorithms (OpenSimplex2, Perlin, Value, ValueCubic, Cellular, Pixel) plus fractals, domain warping, and curl fields.
- Deterministic random utils: 5 pluggable algorithms (PCG32, Xoshiro256, Mersenne Twister, SplitMix64, Xoroshiro128+), dice rolls, Poisson disk sampling, seeded text / ID generation.
- Tween utils: full tween system with all standard easings, sequences, pooling, and extensions for Transform, Material, AudioSource, CanvasGroup, SpriteRenderer, RectTransform.
- Serialization utils: attribute-based JSON serializer with reference tracking, polymorphism, and version migration.
- Compression utils: GZip, Deflate, BZip2, ZipArchive (BZip2 and Zip optional via package gate).
- Cryptography utils: AES-CBC-HMAC, AES-GCM, ChaCha20-Poly1305, PBKDF2 key derivation.
- Checksum utils: Adler32, CRC16, CRC32, Fletcher32, XXHash32, XXHash64.
- File utils: path resolution, config files, image I/O.
- Procedural map generation: 9 algorithms (BSP, Cellular Automata, Drunkard Walk, Maze, Maze-with-Rooms, Room-and-Corridor, Voronoi Regions, Noise Threshold, Floorplan) with square, hex, and triangle grid support, plus L-shaped and winding corridor styles and post-processing for connectivity, dead-end removal, room detection, door and spawn placement.
- Debug draw utils: immediate-mode, mesh-based debug drawing of 2D and 3D shapes in world or screen space. Lines, polylines, circles, ellipses, rectangles, regular polygons, etc., with one-frame or timed-persistent draws. Auto-initializes with zero setup and batches into one mesh per frame.
- Geometry utils: geometric primitives (AABB, OBB, sphere, capsule, ellipse, 2D/3D sizes) plus a runtime procedural mesh library of 40+ parametric shapes: boxes, rounded boxes, spheres, ico-spheres, cylinders, cones, rings, pyramids, etc., plus level-building pieces like stairs, walls, and primitive props. Includes collider modes and palette-driven face coloring.
- UI utils: runtime UI scaffolding with DPI scaling, UI-layer helpers, canvas object creation and rebuild, and screen-space hit testing. Features a declarative layout system (HStack, VStack, ZStack, grid, adaptive and flex stacks, spacers, edge insets, aspect breakpoints) and efficient scrollable text areas ScrollTextArea and LineScrollTextArea.
- Addressable utils: optional (via package gate) unified wrapper over Unity Addressables covering loading, instantiation, scene load / unload, batch loads by label or key, dependency downloads, and catalog updates. Offers handle, try, modern async/await (Awaitable), and result-based forms with cancellation tokens, typed error codes, and RAII-style managed lifetime handles.
- … and a slew of other everyday-use utils like color utils, string utils, font utils, collection utils, interpolation, type utils, etc.
- Scylla color palettes and color gradients that go far beyond what Unity provides natively and that work with Scylla Chroma.
- Automatic conversion unit types: AreaUnit, LengthUnit, DataUnit, TemperatureUnit, TimeUnit, and more.
- Lot's of demos incl. well-documented source code.
QUALITY & PERFORMANCE PRINCIPLES
- Zero allocations in framework hot paths.
- No implicit Update loops. Disabled modules consume zero runtime cost.
- Object pooling infrastructure built in: generic pools, Unity-object pools, tween pools, string-builder pools. Pooling is the default pattern across the framework, not an afterthought.
- Pre-compiled property accessors in the serializer. Reflection cost is paid once at type discovery, not on every read or write.
- Thread-safe metadata caches with lazy double-checked initialization throughout, making it safe to touch the framework from background threads and jobs.
- Burst- and DOTS-compatible variants of the major data structures for use inside Burst-compiled jobs.
- Fail-fast startup. An invalid dependency graph aborts initialization cleanly instead of running half-broken in production.
- Deterministic module initialization order. The same dependency graph initializes the same way on every run, which is the precondition for replays, deterministic tests, and frame-perfect debugging.
- Domain-reload-safe. Static state and caches clear correctly across Play Mode transitions, including with Enter Play Mode options enabled.
- Cache-friendly struct layouts and value-type structs on the hot-path types. The framework treats memory layout as a feature, not an accident.
- Self-contained. No third-party paid asset dependencies. Built only on standard Unity packages (Mathematics, Collections, Burst, TextMeshPro, UI); optional features such as Addressables and BZip2 / Zip compression are package-gated and compile out cleanly when their package is not installed.
- Built for modern Unity (6.3 and later) using current APIs throughout. No deprecated calls and no compatibility shims for old versions.
- All code unit-tested.
- Warning-free code: Code-warnings are always fixed asap as part of Scylla's quality standards.
OTHER SCYLLA MODULES & TOOLS
- Scylla Input
- Scylla Chroma
- Scylla Graphics (In development, beta)
- Scylla Console (In development, beta)
- Scylla TextMode (In development, beta)
- Scylla Camera (In development, beta)
- Scylla Character Controller (In development, alpha)
- More to come ...
LINKS
Official Site & Documentation
API Documentation
Discord