Search Unity

  1. Get all the Unite Berlin 2018 news on the blog.
    Dismiss Notice
  2. Unity 2018.2 has arrived! Read about it here.
    Dismiss Notice
  3. Improve your Unity skills with a certified instructor in a private, interactive classroom. Learn more.
    Dismiss Notice
  4. ARCore is out of developer preview! Read about it here.
    Dismiss Notice
  5. Magic Leap’s Lumin SDK Technical Preview for Unity lets you get started creating content for Magic Leap One™. Find more information on our blog!
    Dismiss Notice
  6. Want to see the most recent patch releases? Take a peek at the patch release page.
    Dismiss Notice

Burst for standalone players

Discussion in 'Entity Component System and C# Job system' started by xoofx, Jul 10, 2018 at 3:00 PM.

  1. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    44
    Hello,

    As part of the 2018.2 release of Unity, we are pleased to release an official preview of the burst package with support for standalone players (i.e AOT mode of burst) which is only working with 2018.2+

    This version `0.2.4-preview.20` is now accessible from the package manager:

    upload_2018-7-10_15-55-0.png

    User Documentation

    There is a documentation available through the burst package. This is an early preview. We expect to give more insights on how to better use burst to improve the performance of your games.

    Support for standalone players

    When building a player, burst will compile a single dynamic library for all the burst jobs in your game. Depending on the platform, the dynamic library will be output to a different folder (on Windows, it is in the path `Data/Plugins/lib_burst_generated.dll`)

    This library will be loaded by the Job system runtime on the first job compiled by burst.
    The settings to enable the compilation are controlled by the Jobs/burst menu, the same way than for the editor.
    In a future iteration, these settings will be moved to proper settings per platform/player.

    Supported platforms

    This release is supporting the following platforms for standalone players:

    - Windows
    - MacOS
    - Linux
    - Xbox One
    - PS4
    - Android (ARM v7 and v8+)
    - iOS (ARM v7 and v8+)

    Note that most platforms using Intel x64 processors should be working quite flawlessly. For the mobile platforms, this is something really new and you might encounter bugs for these platforms. Please let us know by reporting them via the Help menu and select Report a bug.

    Known issues

    We still have a few known issues with this release for standalone players support:

    - Accuracy/Precision are currently not supported
    - The target CPU is currently hardcoded per platform (e.g SSE4 for Windows 64 bits)

    These issues will be resolved in a future release of burst.

    Please note also that the latest release of ECS `0.0.12-preview.8` is not using this version of burst. A new version of ECS will be published in the coming days with the latest burst.
     
    Last edited: Jul 10, 2018 at 3:06 PM
    rizu likes this.
  2. sebas77

    sebas77

    Joined:
    Nov 4, 2011
    Posts:
    590
    FIRST! :p can it be used outside the job system? if so I will test it asap
     
  3. LordDarkon76

    LordDarkon76

    Joined:
    Apr 1, 2015
    Posts:
    21
    Can it be used with the Incremental Compiler? Or does it has any issue ?
     
  4. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    44
    Not for this version unfortunately. There are a few issues that prevented to release this feature in this release. Can't tell exactly when these will be resolved.
     
    sebas77 likes this.
  5. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    44
    Afaik, it should work with it. Burst doesn't work at C# compiler stage but by later post processing compiled .NET assemblies.
     
  6. sebas77

    sebas77

    Joined:
    Nov 4, 2011
    Posts:
    590
    Apparantently I will be the last one to try it :D