Enum LogCategory
Defines the subsystem categories used to classify log messages within the Scylla framework.
Namespace: Scylla.Core
Assembly: ScyllaCore.dll
Syntax
public enum LogCategory
Remarks
Pass a LogCategory value as the second argument to any Log method to tag
the message with a subsystem label. The Log class converts the value to a
bracketed string (e.g., [Core], [Input]) that appears in every log line after
the severity label. The Scylla.Core.LogFormatter pads the bracketed category to the longest
category seen so far so that output columns remain aligned across all receivers.
Use None when a message is not specific to any subsystem. When None is used, the category column is suppressed entirely in log output.
Example output with a category set:
<pre><code class="lang-csharp">[Scylla] [INFO] [Core] Framework initialized.</code></pre>
Fields
| Name | Description |
|---|---|
| AI | Artificial intelligence systems, including pathfinding, behavior trees, and NPC decision logic. |
| Analytics | Analytics and telemetry systems that collect, aggregate, or transmit usage data. |
| Animation | Animation systems, including animator state machines, clips, blend trees, and procedural animation. |
| Asset | Asset loading and unloading, including Resources, asset bundles, Addressables, and asset handle lifetimes. |
| Audio | Audio systems, including clip playback, mixer routing, music, and sound banks. |
| Camera | The Camera module ( |
| Character | Character controllers, player entities, and NPC entity management. |
| Command | Console command parsing and CLI command processing within the debug console. |
| Console | The Console module ( |
| Core | Core framework infrastructure, including |
| DB | Database operations, such as queries, connections, and schema management. |
| Data | Data management systems, including save/load pipelines and runtime data serialization. |
| Editor | Unity Editor tooling, custom inspectors, property drawers, and editor-only utilities. |
| Event | The Scylla Event eXchange system (SEX), covering event publication, subscription, priority ordering, and lifecycle-safe cleanup. |
| File | File I/O operations, configuration file loading and saving, and path resolution. |
| Game | Game-level systems and management, such as game state machines and scene coordination. |
| Gameplay | Gameplay logic, game rules, and mechanics that sit above the framework infrastructure layer. |
| Graphics | The Graphics module ( |
| Input | The Input module ( |
| Lifecycle | Module lifecycle events, including the initialization, startup, enable, disable,
and shutdown phases of all |
| Localization | Localization systems, including locale switching, string table lookups, and font fallback. |
| Logger | The logging system itself, covering logger configuration, receiver registration, and log file handling. |
| Module | The module system itself, covering module registration, dependency resolution,
tier ordering, and the |
| Network | Networking and multiplayer systems, including connections, synchronization, and transport layers. |
| None | No specific category. Use this value when a log message does not belong to a particular
subsystem. When |
| Persistence | Save and load systems, including save slots, data migration, and corruption recovery. |
| Physics | Physics systems, including collisions, raycasts, rigidbodies, and physics queries. |
| Platform | Platform and store integration, including achievements, entitlements, permissions, and other platform services. |
| Renderer | The rendering pipeline, including render pass scheduling, URP integration, and per-frame GPU submission details. |
| Scenes | Scene management via |
| Setup | The framework setup and initialization sequence, covering the ordered startup of modules
driven by |
| Stats | The Stats module ( |
| TextMode | The TextMode module, covering grid-based SDF text rendering, terminal emulation, and the ConsoleDisplay bridge that connects TextMode output to the Console module. |
| Time | Time management via |
| UI | The UI module ( |
| Util | Core utility operations from the Scylla utility library, such as math helpers, string utilities, noise generators, and collection extensions. |
| View | View management, including screen and window layout, viewport configuration, and multi-display coordination. |