I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
5.6 KiB
Building your project
When you build your project, Burst compiles your code, then creates a single dynamic library, and puts it into the Plugins folder for the platform you're targeting. For example, on Windows, the path is Data/Plugins/lib_burst_generated.dll
.
Note
This is different if your target platform is iOS. Instead, Unity generates a static library because of Apple's submission requirements for TestFlight.
The job system runtime loads the generated library the first time a Burst compiled method is invoked.
To control Burst's AOT compilation, use the settings in the Burst AOT Settings section of the Player Settings window (Edit > Player Settings > Burst AOT Settings). For more information, see Burst AOT Settings reference.
Platforms without cross compilation
If you're compiling for a non-desktop platform, then Burst compilation requires specific platform compilation tools (similar to IL2CPP). By default, desktop platforms (macOS, Linux, Windows) don't need external toolchain support, unless you enable the Use Platform SDK Linker setting in the Burst AOT Settings.
The table below lists the level of support for AOT compilation on each platform. If you select an invalid target (one with missing tools, or unsupported), Unity doesn't use Burst compilation, which might lead it to fail, but Unity still builds the target without Burst optimizations.
Note
Burst supports cross-compilation between desktop platforms (macOS/Linux/Windows) by default.
Host Editor platform | Target Player platform | Supported CPU architectures | External toolchain requirements |
---|---|---|---|
Windows | Windows | x86 (SSE2, SSE4) x64 (SSE2, SSE4, AVX, AVX2) |
None |
Windows | Universal Windows Platform | x86 (SSE2, SSE4) x64 (SSE2, SSE4, AVX, AVX2) ARM32 (Thumb2, Neon32) ARMV8 AARCH64 Note: A UWP build always compiles all four targets. |
Visual Studio 2017 Universal Windows Platform Development Workflow C++ Universal Platform Tools |
Windows | Android | x86 SSE2 ARMV7 (Thumb2, Neon32) ARMV8 AARCH64 (ARMV8A, ARMV8A_HALFFP, ARMV9A) |
Android NDK Important: Use the Android NDK that you install through Unity Hub (via Add Component). Burst falls back to the one that the ANDROID_NDK_ROOT environment variable specifies if the Unity external tools settings aren't configured. |
Windows | Magic Leap | ARMV8 AARCH64 | You must install the Lumin SDK via the Magic Leap Package Manager and configured in the Unity Editor's External Tools Preferences. |
Windows | Xbox One | x64 SSE4 | Microsoft GDK |
Windows | Xbox Series | x64 AVX2 | Microsoft GDK |
Windows | PlayStation 4 | x64 SSE4 | Minimum PS4 SDK version 8.00 |
Windows | PlayStation 5 | x64 AVX2 | Minimum PS5 SDK version 2.00 |
Windows | Nintendo Switch | ARMV8 AARCH64 | None |
macOS | macOS | x64 (SSE2, SSE4, AVX, AVX2), Apple Silicon | None |
macOS | iOS | ARM32 Thumb2/Neon32, ARMV8 AARCH64 | Xcode with command line tools installed (xcode-select --install ) |
macOS | Android | x86 SSE2 ARMV7 (Thumb2, Neon32) ARMV8 AARCH64 (ARMV8A, ARMV8A_HALFFP, ARMV9A) |
Android NDK Important: Use the Android NDK that you install through Unity Hub (via Add Component). Burst falls back to the one that the ANDROID_NDK_ROOT environment variable specifies if the Unity external tools settings aren't configured. |
macOS | Magic Leap | ARMV8 AARCH64 | You must install the Lumin SDK via the Magic Leap Package Manager and configured in the Unity Editor's External Tools Preferences. |
Linux | Linux | x64 (SSE2, SSE4, AVX, AVX2) | None |
The maximum target CPU is hardcoded per platform. For standalone builds that target desktop platforms (Windows/Linux/macOS) you can choose the supported targets via the Burst AOT Settings
Projects that don't use Burst
Some projects can't use Burst as the compiler:
- iOS projects from the Windows Editor
- Android projects from the Linux Editor
- Xcode projects generated from the Create Xcode Project option
Multiple Burst targets
When Burst compiles multiple target platforms during a build, it has to perform separate compilations. For example, if you want to compile X64_SSE2
and X64_SSE4
, the Burst has to do two separate compilations to generate code for each of the targets you choose.
To keep the combinations of targets to a minimum, Burst target platforms require multiple processor instruction sets underneath:
SSE4.2
is gated on havingSSE4.2
andPOPCNT
instruction sets.AVX2
is gated on havingAVX2
,FMA
,F16C
,BMI1
, andBMI2
instruction sets.ARMV8A
is a basic Armv8-A CPU targetARMV8A_HALFFP
isARMV8A
plus the following extensions:fullfp16
,dotprod
,crypto
,crc
,rdm
,lse
. In practice, this means Cortex A75/A55 and later cores.ARMV9A
isARMV8A_HALFFP
plus SVE2 support. In practice, this means Cortex X2/A710/A510 and later cores. Important: this target is currently experimental.
Dynamic dispatch based on runtime CPU features
For all x86
/x64
CPU desktop platforms, as well as for 64-bit Arm on Android, Burst takes into account the CPU features available at runtime to dispatch jobs to different versions it compiles.
For x86
and x64
CPUs, Burst supports SSE2
and SSE4
instruction sets at runtime only.
For example, with dynamic CPU dispatch, if your CPU supports SSE3
and below, Burst selects SSE2
automatically.