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NativeQuadtree

A Quadtree Native Collection for Unity DOTS

Implementation

  • It's a DOTS native container, meaning it's handling its own unmanaged memory and can be passed into jobs!
  • It currently only supports the storing of points
  • The bulk insertion is using morton codes. This allows very fast bulk insertion but causes an increasing (minor) overhead with an increased depth

Performance

There's some very rudimentary performance tests included. With 20k elements on a 2k by 2k map, a max depth of 6 and 16 max elements per leaf. Burst enabled, ran on main thread on my 2015 MacBook Pro:

  • Job: Bulk insertion of all elements - Takes ~1ms
  • Job: 1k queries on a 200m by 200m range - Takes ~1ms

With Burst disabled the tests are about 10x slower.

Stability

The only tests test for performance so there's no real test coverage. I'm sure there's edge cases that are not cought. I would highly recommend writing if you're planning to use the code in production.

Potential future work / missing features

  • Unit tests
  • Support for basic shapes
  • Other types of queries, such as raycasts
  • Support individual adding and removing of elements
  • Extend to octree (3d support)

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  • C# 100.0%