VR4Medical/ICI/Library/PackageCache/com.unity.burst@6aff1dd08a0c/Documentation~/compilation-synchronous.md
2025-07-29 13:45:50 +03:00

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Burst compilation in Play mode

When you create a build of your project, Burst compiles all the supported code ahead-of-time (AOT) into a native library which Unity ships with your application.

When previewing your application in the Editor's Play mode, Burst provides the following compilation modes:

  • Asynchronous: Parts of your code marked for Burst compilation can run as managed, just-in-time (JIT) compiled code in the .NET runtime while waiting for Burst compilation to complete. This is the default behavior.
  • Synchronous: Parts of your code marked for Burst compilation can only run as Burst-compiled native code and your application must wait for Burst compilation to complete.

Synchronous compilation

To force synchronous compilation in Play mode, set the CompileSynchronously property to true as follows:

[BurstCompile(CompileSynchronously = true)]
public struct MyJob : IJob
{
    // ...
}

Waiting for synchronous compilation affects the current running frame, which can cause hitches and make your application unresponsive. Synchronous compilation is only recommended in the following situations:

  • If you have a long running job that only runs once. The performance of the compiled code might outweigh the downsides of synchronous compilation.
  • If you're profiling a Burst job and want to test the code from the Burst compiler. When you do this, perform a warmup to discard any timing measurements from the first call to the job. This is because the profiling data includes the compilation time and skews the result.
  • To aid with debugging the difference between managed and Burst compiled code.

Additional resources