Job System Tutorial

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The new Job System debuted recently in Unity 2018.1 and began the process of changing how virtually all Unity scripts will be written. In conjunction with the forthcoming ECS and Burst compiler, the old MonoBehaviour-based programming paradigm will eventually be replaced. Today’s article is a tutorial for how to get started learning the new way of writing Unity scripts.

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C++ Scripting: Part 31 – Init Improvements

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The C++ Scripting series continues today by going over some internal improvements that don’t add any features, but make the existing system more robust. We’ve lucked out in a couple of areas and today we’ll take the opportunity to fix them and learn about some inner workings of C++ and C# along the way.

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IL2CPP Output for Iterators, Switch, and Using

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Today we’ll look at the C++ code that IL2CPP outputs when we use iterator functions (those that yield), switch statements, and using blocks. What are you really telling the computer to do when you use these C# features? Read on to find out.

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How to Make Custom Native Collections

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We’ve seen how NativeArray works, but what if we want more kinds of native collections? Unity 2018.1 only has that one, but you can make your own! Today’s article shows exactly how to do that.

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C# Type Tricks

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A lot of powerful language features like LINQ require massive performance hits, but today we’ll discuss some easy, low-overhead ways to add some safety and usability to C#.

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How NativeArray Works

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NativeArray<T> is a new type introduced recently in Unity 2018.1. It’s like List<T> except it’s backed by an unmanaged array instead of a managed array. It’s also a struct instead of a class. This means it creates no garbage for the GC to later collect. That’s the surface level description, but today we’ll go in depth to find out how it really works and learn some interesting facts along the way.

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C# 6 in IL2CPP

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Unity 2018.1 was released last week and with it comes support for C# 6. Today we’ll take a look at the C++ that IL2CPP generates when we use the new features in C# 6. Warning: one of them is buggy and shouldn’t be used.

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How IL2CPP implements lock, volatile, [ThreadStatic], and Interlocked

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Writing multi-threaded code is one of the keys to maximizing performance. Currently, this means creating your own threads and synchronizing them with C# keywords like lock and volatile as well as .NET classes like [ThreadStatic] and Interlocked. Today we’ll take a look at how these are implemented behind the scenes by IL2CPP to get some understanding of what we’re really telling the computer to do when we use them.

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IL2CPP Output: readonly, sizeof, IntPtr, typeof, GetType

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Today’s article looks at the IL2CPP and C++ compiler output for a variety of C# language features. Do you want to know what happens when you use them? Read on to find out!

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Common Functions That IL2CPP Slows Down

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IL2CPP can really slow our code down sometimes, and not just for esoteric features. Calling common math and string functions can be dramatically slower in IL2CPP. Today’s article shows you how you can work around this to speed them back up.

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