b486678290
Library -Artifacts
24 lines
2.3 KiB
Markdown
24 lines
2.3 KiB
Markdown
# Known Issues
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- The maximum target CPU is currently hardcoded per platform. For standalone builds that target desktop platforms (Windows/Linux/macOS) you can choose the supported targets via [Burst AOT Settings](StandalonePlayerSupport.md#burst-aot-settings). For other platforms see the table above.
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- Building iOS player from Windows will not use Burst, (see [Burst AOT Requirements](StandalonePlayerSupport.md#burst-aot-requirements))
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- Building Android player from Linux will not use Burst, (see [Burst AOT Requirements](StandalonePlayerSupport.md#burst-aot-requirements))
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- Building from an Xcode project generated via "Create Xcode Project" will not use Burst.
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- If you change the Burst package version (via update for example), you need to close and restart the editor. A warning is now displayed to this effect.
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- Struct with explicit layout can generate non optimal native code.
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- `BurstCompiler.SetExecutionMode` does not affect the runtime yet for deterministic mode.
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- Burst does not support scheduling generic Jobs through generic methods. While this would work in the editor, it will not work in the standalone player.
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- Assemblies whose path contain a semicolon break Burst.
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Some of these issues may be resolved in a future release of Burst.
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## Known issues with `DllImport`
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- `DllImport` is only supported for [native plugins](https://docs.unity3d.com/Manual/NativePlugins.html), not platform-dependent libraries like `kernel32.dll`.
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## Known issues with debugging/profiling
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- Lambda captures on `Entity.ForEach()` are not discovered for debugging data, so you won't be able to inspect variables originating from these.
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- Structs that utilize `LayoutKind=Explicit`, and have overlapping fields, are represented by a struct that will hide one of the overlaps. In the future they will be represented as a union of structs, to allow inspection of fields that overlap.
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- Function parameters are currently readonly from a debugging point of view. They are recorded to a stack argument during the prologue. Changing their value in the debugger may not have an affect.
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- Due to the way we build code for Standalone Players, you will need to instruct the profiling/debugging tool where to locate the symbols (Point the tool to the folder containing the lib_burst_generated files (usually Plugins)) |