QuickZone
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.