Version: 2017.2 (switch to 2017.3b)
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.


Suggest a change


Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.


Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.



public method Dispatch(kernelIndex: int, threadGroupsX: int, threadGroupsY: int, threadGroupsZ: int): void;
public void Dispatch(int kernelIndex, int threadGroupsX, int threadGroupsY, int threadGroupsZ);


kernelIndex Which kernel to execute. A single compute shader asset can have multiple kernel entry points.
threadGroupsX Number of work groups in the X dimension.
threadGroupsY Number of work groups in the Y dimension.
threadGroupsZ Number of work groups in the Z dimension.


Execute a compute shader.

This functions "runs" the compute shader, launching the indicated number of compute shader thread groups in the X, Y and Z dimensions. Within each work group, a number of shader invocations ("threads") are made. The work group size is specified in the compute shader itself (using "numthreads" HLSL attribute), and the total amount of compute shader invocations is thus group count multiplied by the thread group size. Work group size can be queried using GetKernelThreadGroupSizes function.

See Also: FindKernel, GetKernelThreadGroupSizes, DispatchIndirect, Compute Shaders.

Did you find this page useful? Please give it a rating: