
Gimme DOTS Geometry utilizes Unity's Burst Compiler to enable very fast query times for various questions regarding space, e.g. "Which objects are within a 10m radius?" or "How many entities are inside this area?"
The stuff you'll get:
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30 Sample Scenes
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Native spatial-hashed Quadtrees and Octrees (sparse and dense variants)
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Mesh Slicing
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Native 2D KD-Tree and 3D KD-Tree
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Voronoi Diagrams
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Dynamic R* Trees (2D + 3D)
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Dynamic Ball* Trees (2D + 3D)
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Hull Algorithms
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Convex Hull
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Concave Hull
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Minimum Enclosing Disc and Sphere
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Polygons with holes and extremely fast Query Jobs (and two triangulation methods)
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Delaunay Triangulation
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DBSCAN (2D + 3D)
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Specialized algorithms for your custom Boids (All Radius and All Rectangle Queries)
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Advanced Native Containers
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Native Priority Queue (Binary Heap)
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Native Sorted List (Skip List)
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Native AVL Tree
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Native Red-Black Tree
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Line Intersection Jobs
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Native Quickselect
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And a lot more!
All spatial data structures support parallel queries. Like the polygons themselves, polygon queries support holes as well.
Dependencies:
- Burst 1.8 or higher
- Collections 1.4 or higher
- Mathematics 1.2 or higher
Support and Extensions:
ECS is not a requirement for Gimme DOTS Geometry to work. It is however supported and can interoperate with the Entities package if you want to. You can find additional 4 example scenes in the ECS_Samples.unitypackage contained in the sample folder on how to integrate some of the data structures into ISystems. In order for the additional scenes to work, you will require:
- Unity 2022.3 or above
- URP 14 or above
- Entities 1.0 or above
- Entities Graphics 1.0 or above
Gimme DOTS Geometry has an extension called Gimme GPU Geometry, also available on the asset store!
More Information:
There is also a work-in-progress Wiki, which will replace and surpass the PDF eventually.
Contact:
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