
Perform raycasts and overlap checks without colliders — at runtime and in the editor.
Fast, flexible, and lightweight BVH-based spatial queries for Unity.Freeform BVH Queries (FBQ) allows you to perform raycasts, box overlaps, and sphere overlaps using a custom bounding volume hierarchy, without relying on Unity’s physics colliders. It’s optimized for both runtime and edit mode use, making it perfect for in-game editors, level design tools, and scene analysis systems.✨ Key Features:✅ Raycast without colliders✅ Works in Play Mode and Edit Mode✅ Collect overlapping objects using boxes or spheres✅ Supports Meshes & Sprites✅ Filter objects using ObjectFilter✅ No dependency on Unity Physics✅ Includes fully documented demo scenes and source code🧪 Demo Scenes Included:RuntimeDmeo_Static – Queries on static objectsRuntimeDmeo_Dynamic – Queries on moving/animated objectsEditorDemo – Scene view raycasts & overlap checks in edit mode⚠️ Requirements & Limitations:Objects must not be marked as static (uncheck the Static toggle)Meshes must have Read/Write Enabled (check this in the import settings)Does not support Skinned MeshesFBQ is a fully C#-based system designed for flexibility and integration with custom editors and runtime tools. While highly optimized, it is generally slower than Unity’s built-in Physics queries, especially for small-radius sphere or box queries.📬 ContactFor feedback or support reach out at:✉️ octamodius@yahoo.comI used AI to assist with performance profiling, code optimization and documentation. Specifically, AI was used to analyze profiler data, suggest algorithmic improvements (such as dynamic AABB tree traversal optimizations). All final implementations and decisions were made manually.