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.
Ever wonder how code compiled with IL2CPP can call code compiled by Burst? Today we’ll dive into the details and find out!
With each new release of Unity, more and more job-safe APIs are added. Today we’ll look at the new ones and learn how we can move even more code into high-performance C# jobs.
Unity’s Burst compiler imposes an interesting subset of C#. The “no managed objects” rule of thumb is not always correct. Today we’ll look at eExceptions, which are managed objects but are partially supported by Burst. What’s allowed and what’s banned? Read on to find out.
Unity 2019.1’s new Burst job compiler has two options to increase performance even further:
FloatMode. By sacrificing some exactness in our calculations, we should be able to increase speed. Today’s article is about using those options and examining the results to verify the results.
The Unity.Mathematics package documentation has a curious statement: “Note that currently, for an optimal usage of this library, it is recommended to use SIMD 4 wide types (float4, int4, bool4…)” Today we’ll explore why we should consider using
float3, after years of using