Unity’s job system infrastructure has some limitations on what can alias within a job struct:
[NativeContainer] (for example, NativeArray and NativeSlice) that are members of a job struct don’t alias.[NativeDisableContainerSafetyRestriction] attribute can alias with other members. This is because this attribute explicitly opts in to this kind of aliasing.[NativeContainer] can’t appear in other structs attributed with [NativeContainer]. For example, you can’t have a NativeArray<NativeSlice<T>>.[NoAlias] structs, i.e. the address of the struct is not allowed to alias with its members.It is possible to opt out of these aliasing guarantees for job structs and for their members by using the experimental attribute [Alias], which is gated behind the UNITY_BURST_EXPERIMENTAL_ALIAS_ATTRIBUTE preprocessor define.
The following example job shows how these limitations work in practice:
[BurstCompile]
private struct MyJob : IJob
{
public NativeArray<float> a;
public NativeArray<float> b;
public NativeSlice<int> c;
[NativeDisableContainerSafetyRestriction]
public NativeArray<byte> d;
public void Execute() { ... }
}
a, b, and c don’t alias with each other.d can alias with a, b, or c.
Tip: If you’re used to working with C/C++’s Type Based Alias Analysis (TBAA), then you might assume that because d has a different type from a, b, or c, it shouldn’t alias. However, in C#, pointers don’t have any assumptions that pointing to a different type results in no aliasing. This is why d is assumed to alias with a, b, or c.