SWIFTCOLLECTIONS AT THE UNITY BOUNDARY

Author in Unity. Keep hot paths focused.

Bring SwiftCollections into Unity with serializable collection adapters, explicit bounds conversion, GameObject pooling, samples, and matching FixedMathSharp query companions.

Choose one base

Standard

The core runtime, Unity authoring adapters, pooling, bounds conversion, samples, and MemoryPack support.

Lean

The same collection and Unity adapter APIs without the MemoryPack runtime dependency.

Core library

Explore the engine-agnostic collections, handles, serialization state, diagnostics, and spatial query structures underneath the adapters.

Add Unity where Unity owns the work

Serializable authoring

Persist supported collection shapes in scenes, prefabs, and assets, then consume their live SwiftCollections representation through Runtime.

GameObject pooling

Configure budgeted pools as a ScriptableObject, prewarm deliberately, and rent or release instances through explicit ownership checks.

Unity bounds

Convert Bounds to floating-point query volumes at the engine boundary.

Fixed-point queries

Add the matching companion package for FixedMathSharp-backed bounds and deterministic spatial query structures.

Package pairing

Base Optional FixedMathSharp companion
com.mrdav30.swiftcollections com.mrdav30.swiftcollections.fixedmathsharp
com.mrdav30.swiftcollections.lean com.mrdav30.swiftcollections.fixedmathsharp.lean

Install exactly one base. Companions extend their matching base and do not replace it.

Resources

The API reference is generated only from the canonical adapter source under Build/Base/Runtime and Build/FixedMathSharp/Runtime. Core APIs remain owned by their engine-agnostic documentation sites.