2.3 KiB
2.3 KiB
Getting started
Burst is primarily designed to work with Unity's job system. To start using the Burst compiler in your code, decorate a Job struct with the [BurstCompile]
attribute. Add the [BurstCompile]
attribute to the type and the static method you want Burst to compile.
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
public class MyBurst2Behavior : MonoBehaviour
{
void Start()
{
var input = new NativeArray<float>(10, Allocator.Persistent);
var output = new NativeArray<float>(1, Allocator.Persistent);
for (int i = 0; i < input.Length; i++)
input[i] = 1.0f * i;
var job = new MyJob
{
Input = input,
Output = output
};
job.Schedule().Complete();
Debug.Log("The result of the sum is: " + output[0]);
input.Dispose();
output.Dispose();
}
// Using BurstCompile to compile a Job with Burst
[BurstCompile]
private struct MyJob : IJob
{
[ReadOnly]
public NativeArray<float> Input;
[WriteOnly]
public NativeArray<float> Output;
public void Execute()
{
float result = 0.0f;
for (int i = 0; i < Input.Length; i++)
{
result += Input[i];
}
Output[0] = result;
}
}
}
Limitations
Burst supports most C# expressions and statements, with a few exceptions. For more information, see C# language support.
Compilation
Burst compiles your code just-in-time (JIT) while in Play mode in the Editor, and ahead-of-time (AOT) when your application runs in a Player. For more information on compilation, see Burst compilation
Command line options
You can pass the following options to the Unity Editor on the command line to control Burst:
--burst-disable-compilation
disables Burst.--burst-force-sync-compilation
force Burst to compile synchronously. For more information, see Burst compilation.