What do you do when your code finds a bug? We write code to check for null references and out-of-bounds indexes all the time. What’s the proper way to respond when we find a problem? Today we’ll look at two options and see how they pan out.
Calling into native code like C++ from C# is a powerful interoperability tool in Unity. As we move more and more code out of Mono and IL2CPP and into Burst, will we still have this tool available? Today we’ll find out!
Today we go back to basics and see how Burst compiles some fundamental language features:
switch statements and
ref parameters… with surprising results!
Burst 1.0.1 is a patch-level update to the original 1.0.0 release, but it actually contains a useful new feature: we’re now able to force methods to be inlined. Read on to see how!
Assertions are an incredibly handy tool, but do they work in Burst-compiled jobs? Today we’ll find out!
Normally Burst-compiled jobs can’t use managed arrays, but there’s an exception for
static readonly fields. This comes with several dangers, which we’ll explore today.