Tuples are a new feature in C# 7 and they’re backed by the ValueTuple
struct, not class. Hopefully they’ll be supported by Burst, so let’s try them out!
Archive for category Unity
Today we go back to basics and see how Burst compiles some fundamental language features: switch
statements and ref
parameters… with surprising results!
Burst 1.0.1 is a patch-level update to the original 1.0.0 release, but it actually contains a useful new feature: we’re now able to force methods to be inlined. Read on to see how!
We’ve seen how to add unions to C#, but does this work with the new Burst compiler? Today we’ll put it to the test and see if it can handle some of the more advanced struct customization features in C#!
Assertions are an incredibly handy tool, but do they work in Burst-compiled jobs? Today we’ll find out!
Generics, be they variables, methods, or functions, are language features that trigger IL2CPP surprises. Can Burst do better? Let’s find out!
Normally Burst-compiled jobs can’t use managed arrays, but there’s an exception for static readonly
fields. This comes with several dangers, which we’ll explore today.
Ever wonder how code compiled with IL2CPP can call code compiled by Burst? Today we’ll dive into the details and find out!
With each new release of Unity, more and more job-safe APIs are added. Today we’ll look at the new ones and learn how we can move even more code into high-performance C# jobs.
Unity’s Burst compiler imposes an interesting subset of C#. The “no managed objects” rule of thumb is not always correct. Today we’ll look at eExceptions, which are managed objects but are partially supported by Burst. What’s allowed and what’s banned? Read on to find out.