Known Issues
- The maximum target CPU is currently hardcoded per platform. For standalone builds that target desktop platforms (Windows/Linux/macOS) you can choose the supported targets via Burst AOT Settings. For other platforms see the table above.
- Building iOS player from Windows will not use Burst, (see Burst AOT Requirements)
- Building Android player from Linux will not use Burst, (see Burst AOT Requirements)
- Building from an Xcode project generated via "Create Xcode Project" will not use Burst.
- If you change the Burst package version (via update for example), you need to close and restart the editor. A warning is now displayed to this effect.
- Struct with explicit layout can generate non optimal native code.
BurstCompiler.SetExecutionMode
does not affect the runtime yet for deterministic mode.- Burst does not support scheduling generic Jobs through generic methods. While this would work in the editor, it will not work in the standalone player.
- Assemblies whose path contain a semicolon break Burst.
Some of these issues may be resolved in a future release of Burst.
Known issues with DllImport
DllImport
is only supported for native plugins, not platform-dependent libraries likekernel32.dll
.
Known issues with debugging/profiling
- Lambda captures on
Entity.ForEach()
are not discovered for debugging data, so you won't be able to inspect variables originating from these. - Structs that utilize
LayoutKind=Explicit
, and have overlapping fields, are represented by a struct that will hide one of the overlaps. In the future they will be represented as a union of structs, to allow inspection of fields that overlap. - Function parameters are currently readonly from a debugging point of view. They are recorded to a stack argument during the prologue. Changing their value in the debugger may not have an affect.
- Due to the way we build code for Standalone Players, you will need to instruct the profiling/debugging tool where to locate the symbols (Point the tool to the folder containing the lib_burst_generated files (usually Plugins))