For the people who have thousands and thousands of objects or entities and now need to manage the query performance somehow. As fast as possible.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:27 Sample ScenesNative spatial-hashed Quadtrees and Octrees (sparse and dense variants)Mesh SlicingNative 2D KD-Tree and 3D KD-TreeVoronoi DiagramsDynamic R* Trees (2D + 3D)Dynamic Ball* Trees (2D + 3D)Hull AlgorithmsConvex HullConcave HullMinimum Enclosing Disc and SpherePolygons with holes and extremely fast Query Jobs (and two triangulation methods)Delaunay TriangulationSpecialized algorithms for your custom Boids (All Radius and All Rectangle Queries)Advanced Native ContainersNative Priority Queue (Binary Heap)Native Sorted List (Skip List)Native AVL TreeNative Red-Black TreeLine Intersection JobsNative QuickselectAnd 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 higherCollections 1.4 or higherMathematics 1.2 or higherSupport 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 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 aboveURP 14 or aboveEntities 1.0 or aboveEntities Graphics 1.0 or aboveGimme DOTS Geometry has an extension called Gimme GPU Geometry, also available on the asset store!More Information:DocumentationContact:Email | Website | Discord