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Feedback Makes build error when Burst compilation is failed

Discussion in 'Burst' started by Kichang-Kim, May 16, 2019.

  1. Kichang-Kim

    Kichang-Kim

    Joined:
    Oct 19, 2010
    Posts:
    1,008
    Hi, I have a feedback about current Burst build pipeline, especially, for Android platform. (In iOS, xcode compilation is failed due to missing burst method.)

    The current Burst behaviour is that the entire build process is complete without any error when Burst compilation is failed (via NDK not found or other problems). So the user cannot determine whether Burst is correctly applied.

    The only way to checking Burst compliation is that examine the Unity Editor log. (In the batch mode. In editor, see Console log.)

    So I think that if the Burst is failed, the client build should be failed too.

    Thanks.
     
    Last edited: May 16, 2019
  2. rsodre

    rsodre

    Joined:
    May 9, 2012
    Posts:
    229
    You mean when we use something not supported by Burst in a Burst compiled job?
    Yes, that's a big bummer, we should know right away.
     
  3. tim_jones

    tim_jones

    Unity Technologies

    Joined:
    May 2, 2019
    Posts:
    287
    Thanks for reporting this. This is a known (but unfortunate) issue, which we'll be fixing in a future version of Burst.
     
    FROS7, rsodre and Kichang-Kim like this.