Singularity/Library/PackageCache/com.unity.burst@1.8.4/Documentation~/building-projects.md
2024-05-06 11:45:45 -07:00

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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 having SSE4.2 and POPCNT instruction sets.
  • AVX2 is gated on having AVX2, FMA, F16C, BMI1, and BMI2 instruction sets.
  • ARMV8A is a basic Armv8-A CPU target
  • ARMV8A_HALFFP is ARMV8A plus the following extensions: fullfp16, dotprod, crypto, crc, rdm, lse. In practice, this means Cortex A75/A55 and later cores.
  • ARMV9A is ARMV8A_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.