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
- Getting started
- Unity serialization
- Pooling and spatial queries
- SwiftCollections core guide and API
- FixedMathSharp core guide and API
- Package source, issues, and releases
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.