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!
Posts Tagged burst
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.
Ever wonder how code compiled with IL2CPP can call code compiled by Burst? Today we’ll dive into the details and find out!
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.