# NativeQuadtree **Repository Path**: coco10086/NativeQuadtree ## Basic Information - **Project Name**: NativeQuadtree - **Description**: No description available - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2025-03-04 - **Last Updated**: 2025-03-04 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # NativeQuadtree A Quadtree Native Collection for Unity DOTS. Octree version is here: https://github.com/marijnz/NativeOctree ## 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 caught. I would highly recommend writing more tests 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