# Burst AOT Player Settings reference To control Burst's AOT compilation, use the [Player Settings window](https://docs.unity3d.com/Manual/class-PlayerSettings.html) (**Edit > Player Settings > Burst AOT Settings**). These settings override the Burst settings in the [Jobs menu](editor-burst-menu.md) when you make a build of your project. ![Burst AOT Settings](images/burst_aot_settings.png) |**Setting**|**Function**| |---|---| |**Target Platform**| Displays the current platform. To change the platform, go to **File > Build Settings**. You can set these Player Settings per platform.| |**Enable Burst Compilation**| Enable this setting to turn Burst compilation on. Disable this setting to deactivate Burst compilation for the selected platform.| |**Enable Optimizations**| Enable this setting to activate Burst optimizations.| |**Force Debug Information**| Enable this setting to make Burst generate debug information. This adds debug symbols to your project, even in release builds of your project, so that when you load it in a debugger you can see file and line information.| |**Use Platform SDK Linker**
(Windows, macOS, and Linux builds only)| Disables cross compilation support. When you enable this setting, you must use platform-specific tools for your target platform. Only enable this setting for debugging purposes. For more information, see [Platforms with cross compilation disabled](building-projects.md#cross-compilation).| |**Target 32Bit CPU Architectures**
(Displayed if the architecture is supported)| Select the CPU architectures that you want to use for 32 bit builds. By default, SSE2 and SSE4 are selected.| |**Target 64Bit CPU Architectures**
(Displayed if the architecture is supported)| Select the CPU architectures that you want to use for 64-bit builds. By default, SSE2 and SSE4 are selected.| |**Target Arm 64Bit CPU Architectures**
(Displayed if the architecture is supported)| Select the CPU architectures that you want to use for Arm 64-bit builds. By default, ARMV8A is selected.| |**Optimize For**| Select which optimization settings to compile Burst code for. For more information see [`OptimizeFor`](xref:Unity.Burst.OptimizeFor).| |Performance|Optimizes the job to run as fast as possible.| |Size|Optimizes to make the code generation as small as possible.| |Fast Compilation|Compiles code as fast as possible, with minimal optimization. Burst doesn't perform any vectorization, inlining, or loop optimizations. | |Balanced
(Default)|Optimizes for code that runs fast but keeps compile time as low as possible.| |**Disabled Warnings**| Specify a semi-colon separated list of Burst warning numbers to disable the warnings for a player build. Unity shares this setting across all platforms. This can be useful if you want to ignore specific [compilation warnings](compilation-warnings.md) while testing your application. | The **CPU Architecture** setting is only supported for Windows, macOS, Linux and Android. Unity builds a Player that supports the CPU architectures you've selected. Burst generates a special dispatch into the module, so that the code generated detects the CPU the target platform uses and selects the appropriate CPU architecture at runtime. ## Optimize For setting >[!NOTE] >Any [OptimizeFor](xref:Unity.Burst.OptimizeFor) setting is the global default optimization setting for any Burst job or function-pointer. If any assembly level `BurstCompile`, or a specific Burst job or function-pointer has an `OptimizeFor` setting, it overrides the global optimization setting for those jobs. To control how Burst optimizes your code, use the **Optimize For** setting in the Editor, or use the [`OptimizeFor`](xref:Unity.Burst.OptimizeFor) field: ```c# [BurstCompile(OptimizeFor = OptimizeFor.FastCompilation)] public struct MyJob : IJob { // ... } ```