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    Aliasing and the job system

    Unity's job system infrastructure has some limitations on what can alias within a job struct:

    • Structs attributed with [NativeContainer] (for example, NativeArray and NativeSlice) that are members of a job struct don't alias.
    • Job struct members with the [NativeDisableContainerSafetyRestriction] attribute can alias with other members. This is because this attribute explicitly opts in to this kind of aliasing.
    • Pointers to structs attributed with [NativeContainer] can't appear in other structs attributed with [NativeContainer]. For example, you can't have a NativeArray<NativeSlice<T>>.
    • Job structs are by default [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.

    Additional resources

    • Memory aliasing
    • NoAlias attribute
    • Job system
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