Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $24.99. The latest store price is $49.99.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $49.99 | Latest store price | |
| $49.99 | Unity First Price 2026-09-19 2026-09-19 | |
| $24.99 | Unity New Release Discount 2026-09-19 2026-10-03 | |
| $24.99 | Unity New Release Discount 2026-09-19 2026-10-03 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Scylla Core
- Tools, Systems & Learning > Level & World Building
- Art & Visuals > UI & GUI
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.