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 Players, 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
Built-in for Blocks, Balls, Cylinders, Wedges and CornerWedges without relying on physics collision meshes.
Declarative Lifecycles
Replace event-based logic with the observe pattern for declarative logic. There is no need to manually track `onEnter` and `onExit` states.
Decoupled Architecture
Separate where tracking happens (Zones) from who is being tracked (Groups) and how the system responds (Observers). Bind complex behaviors to groups of entities with zero boilerplate.
ECS-Ready
Built-in support for zero-allocation iterators and deterministic manual stepping, making it a perfect fit for ECS architectures and data-oriented workflows.
Zero-Allocation Runtime
By utilizing contiguous arrays and object pooling, QuickZone produces virtually zero GC pressure to avoid memory-related stutters.
Dynamic Zones
Use moving zones at very little cost. QuickZone maintains separate Static and Dynamic LBVHs for maximum efficiency.