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Endless Scale

The number of zones has zero impact on performance. Maintain 60 FPS even with over a million zones in your game.

Track Anything

Track BaseParts, Models, Attachments, Bones, Cameras, or even custom tables. If it has a position, QuickZone can track it.

Budgeted Scheduler

Set a hard frame budget (e.g., 1ms) to completely eliminate lag spikes. Workloads are smeared across frames to maintain a flat, predictable performance profile.

Shape Support

Support for Blocks, Balls, Cylinders, Wedges and CornerWedges without relying on physics collision meshes.

Lifecycle Management

Use the `observe` pattern for 100% reliable cleanup. Say goodbye to juggling `onEnter` and `onExit` events (though classic event-driven programming is still supported).

ECS & Data-Oriented

Built-in support for zero-allocation iterators and deterministic manual stepping, making it a perfect fit for ECS architectures.

Decoupled Architecture

Separate game logic from spatial instances. Bind behaviors directly to categories of entities (Players, NPCs, Projectiles) for a clean, scalable codebase.

Zero-Allocation Runtime

By utilizing contiguous arrays and object pooling, QuickZone produces close to zero GC pressure, avoiding memory-related stutters.

No Dependencies

QuickZone is a standalone, lightweight library that does not rely on external packages.