VETORYX documentation covers the core framework structure, setup steps, demo scene, and version notes included with the package.
Building Unity projects often leads to tight coupling, scattered logic, and systems that become harder to maintain over time.
VETORYX is a modular, event-driven architecture framework designed to solve that.
It provides lifecycle-driven module orchestration, decoupled communication via EventBus, and a clean separation between core logic and Unity-specific implementation — enabling scalable, maintainable projects from day one.
Quick Start
Import VETORYX
Import the package into your Unity project and wait for compilation to complete.
Open a Demo Scene
VETORYX/Demo/Scenes/VETORYX_Demo_Builtin.unity
VETORYX/Demo/Scenes/VETORYX_Demo_Secondary.unity
Input Setup
1. Add both demo scenes to Build Settings
2. Set Active Input Handling to Both
(Edit → Project Settings → Player)
Press Play
VETORYX_Demo_Builtin
• Space → increases score
• S → Save
• L → Load
Demonstrates event-driven score updates and modular persistence.
VETORYX_Demo_Secondary
• Space → toggles between Menu and Gameplay states
Demonstrates structured state transitions via the Game State module.
Both scenes run without runtime errors.
The modular architecture is initialized correctly.
For a more detailed step-by-step guide, see the full Quick Start in the Docs folder.
Core Architecture Overview
VETORYX is built around a modular lifecycle system.
Core components include:
• IModule interface
• ModuleRegistry
• Lifecycle phases (Register → Initialize → Start → Shutdown)
• Central EventBus for decoupled communication
• Clear separation between domain logic and Unity integration
Systems communicate through structured events — never through direct references.
Architectural Feature Modules
VETORYX includes fully functional feature modules implemented within the same modular architecture exposed to the user.
Each module:
• Registers through the ModuleRegistry
• Participates in the lifecycle pipeline
• Communicates exclusively via EventBus
• Introduces no direct system coupling
• Can be removed without altering core architecture
Save Module
An event-driven persistence module implemented as an independent architectural unit.
Scene Loading Module
A modular scene orchestration system built on top of the EventBus.
Game State Module
A centralized runtime state controller implemented as a module.
Folder Structure
VETORYX/
├── Core/
├── Modules/
├── Runtime/
├── Demo/
├── Docs/
Extending the System
1. Implement IModule
2. Register it in the ModuleRegistry
3. Use EventBus for communication
4. Avoid direct references between modules
Compatibility
• Unity 2022.3 LTS (recommended)
• Unity 6 (6000.x)
• No required third-party dependencies
Tested With
• Unity 2022.3 LTS
• Unity 6000.x
VETORYX is not a template.
It is a structural foundation for Unity projects that need to scale cleanly.
Get a working modular architecture running in under 3 minutes.
✅ Requirements
• Unity 2022.3 LTS (recommended) or Unity 6000.x
• No required third-party dependencies
• Compatible with Legacy Input Manager and the new Input System
1️⃣ Import VETORYX
Import the package into your Unity project.
Wait for Unity to finish compilation before continuing.
After import, the project structure will include:
VETORYX/
├── Core/
├── Modules/
├── Runtime/
├── Demo/
├── Docs/
2️⃣ Open the Demo Scene
VETORYX/Demo/Scenes/VETORYX_Demo_Builtin.unity
VETORYX/Demo/Scenes/VETORYX_Demo_Secondary.unity
⚠️ Input Setup
1. Add both demo scenes to Build Settings
2. Set Active Input Handling to Both
(Edit → Project Settings → Player)
3️⃣ Press Play
VETORYX_Demo_Builtin
• Press Space → increases score
• Press S → Save
• Press L → Load
VETORYX_Demo_Secondary
• Press Space → toggles between Menu and Gameplay
🎯 Expected Result
• UI updates in real time
• Console shows system event logs
• No runtime errors in Console
🧪 Tested With
• Unity 2022.3 LTS
• Unity 6000.x
All notable changes to VETORYX are documented here.
[1.1.0] — Initial Public Release
✨ Added
• Core modular architecture (IModule, ModuleRegistry)
• Central EventBus for decoupled system communication
• Lifecycle-based module orchestration pipeline
• Game State module (Menu ↔ Gameplay)
• Input abstraction layer (IInputService)
• Diagnostics module
🧩 Feature Modules
Save Module
• Event-driven save/load workflow
• Decoupled persistence integration
• Lifecycle-based registration
Scene Loading Module
• Event-driven scene transitions
• Modular integration without direct references
🎬 Demo Scenes
• VETORYX_Demo_Builtin — persistence and event flow demonstration
• VETORYX_Demo_Secondary — state orchestration demonstration
• UI state display components
• Multi-module integration example
📚 Documentation
• README.md — architecture overview
• QUICKSTART.md — setup guide
• CHANGELOG.md — release history
• Structured documentation directory
🧪 Tested With
• Unity 2022.3 LTS
• Unity 6000.x