Search Unity

[Burst] Caching job compilation

Discussion in 'Burst' started by krzysie7, Feb 4, 2019.

  1. krzysie7

    krzysie7

    Joined:
    Jan 4, 2019
    Posts:
    6
    Hey!
    After digging through Burst dlls, I've noticed there is some support for caching job compilation results (also vaguely remember someone talking about it on one of the presentations). However it seems to be disabled by default. This would be very helpful - using generics extensively in jobs cause very long compilation times (sometimes tens of minutes after launching PlayMode jobs are still compiling). Does anybody have some tips for mitigating this? Is there some very deep problem with making this work/some hidden option to enable? I'm using Unity 2018.2 with burst 0.2.4-preview.34, but I couldn't find anything about job caching in the newest release notes. I would probably even consider writing some caching logic myself if there was some entry point to hook into. Thanks!