Create an engine to run a model
To run a model, create a worker. A worker is the engine that breaks the model down into executable tasks and schedules the tasks to run on the GPU or CPU.
A worker is an instance of an IWorker
object.
Create a Worker
Use WorkerFactory.CreateWorker
to create a worker. You must specify a back end type, which tells Sentis where to run the worker, and a runtime model.
For example, the following code creates a worker that runs on the GPU using Sentis compute shaders.
using UnityEngine;
using Unity.Sentis;
public class CreateWorker : MonoBehaviour
{
ModelAsset modelAsset;
Model runtimeModel;
IWorker worker;
void Start()
{
runtimeModel = ModelLoader.Load(modelAsset);
worker = WorkerFactory.CreateWorker(BackendType.GPUCompute, runtimeModel);
}
}
Back end types
Back end type | Runs on | Compatible platforms | Compatible tensor data types |
---|---|---|---|
BackendType.CPU |
CPU, using Burst | All | float and int |
BackendType.GPUCompute |
GPU, using Sentis compute shaders | Platforms that support compute shaders. Use SystemInfo.supportsComputeShaders to check if a platform supports compute shaders. | float and int |
BackendType.GPUPixel |
GPU, using Sentis pixel shaders | All | float |
If a back end type doesn't support a Sentis layer in a model, the worker falls back to running on the CPU for that layer. Refer to Supported ONNX operators for more information.
BackendType.GPUCompute
and BackendType.CPU
are the fastest back end types, so use BackendType.GPUPixel
only if a platform doesn't support compute shaders.
If you use BackendType.CPU
with WebGL, Burst compiles to WebAssembly code which might be slow. Refer to Getting started with WebGL development for more information.
How fast a model runs depends on how well a platform supports multithreading for Burst, or how fully it supports compute shaders. You can profile a model to understand the performance of a model.