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

106 lines
3.5 KiB
Markdown

# Get started
You can use Burst to compile [jobs](https://docs.unity3d.com/ScriptReference/Unity.Jobs.IJob.html) or static methods in non-job C# types. To start using the Burst compiler in your code, decorate a job or static method with the [`[BurstCompile]`](xref:Unity.Burst.BurstCompileAttribute) attribute.
For more information on where and when to apply the `[BurstCompile]` attribute, refer to [Marking code for Burst compilation](compilation-burstcompile.md).
## Compiling jobs with Burst
For jobs, you only need to apply the `[BurstCompile]` attribute to the job declaration and Burst compiles everything inside the job automatically. The following example demonstrates this:
```c#
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
public class MyBurst2Behavior : MonoBehaviour
{
void Start()
{
var input = new NativeArray<float>(10, Allocator.Persistent);
var output = new NativeArray<float>(1, Allocator.Persistent);
for (int i = 0; i < input.Length; i++)
input[i] = 1.0f * i;
var job = new MyJob
{
Input = input,
Output = output
};
job.Schedule().Complete();
Debug.Log("The result of the sum is: " + output[0]);
input.Dispose();
output.Dispose();
}
// Using BurstCompile to compile a Job with Burst
[BurstCompile]
private struct MyJob : IJob
{
[ReadOnly]
public NativeArray<float> Input;
[WriteOnly]
public NativeArray<float> Output;
public void Execute()
{
float result = 0.0f;
for (int i = 0; i < Input.Length; i++)
{
result += Input[i];
}
Output[0] = result;
}
}
}
```
## Compiling static methods with Burst
For static methods, you must apply the `[BurstCompile]` attribute to both the individual methods you want Burst to compile and to the declaration of the parent type. The following example demonstrates this:
```c#
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
[BurstCompile]
public static class MyBurstUtilityClass
{
[BurstCompile]
public static void BurstCompiled_MultiplyAdd(in float4 mula, in float4 mulb, in float4 add, out float4 result)
{
result = mula * mulb + add;
}
}
```
For more information on how you can call this Burst-compiled utility class and its member method from your C# code, refer to [Calling Burst-compiled code](csharp-calling-burst-code.md).
## Limitations
Burst supports most C# expressions and statements, with a few exceptions. For more information, refer to [C# language support](csharp-language-support.md).
## Compilation
Burst compiles your code [just-in-time (JIT)](https://en.wikipedia.org/wiki/Just-in-time_compilation) while in Play mode in the Editor, and [ahead-of-time (AOT)](https://en.wikipedia.org/wiki/Ahead-of-time_compilation) when your application runs in a Player. For more information on compilation, refer to [Burst compilation](compilation.md)
## Command line options
You can pass the following options to the Unity Editor on the command line to control Burst:
- `--burst-disable-compilation` disables Burst.
- `--burst-force-sync-compilation` force Burst to compile synchronously.
For more information, refer to [Burst compilation](compilation.md).
## Additional resources
* [Burst compilation](compilation.md)
* [`[BurstCompile]` attribute](compilation-burstcompile.md)