#Burst compilation not happening in standalone 1.0-pre.44 builds?

1 messages · Page 1 of 1 (latest)

spare dome
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We suspect we're noticing that Burst ***may ***not happen if you don't wait for the Editor to finish compiling its Burst process before building a standalone player.

tepid inlet
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no, that's unrelated; if something is not bursted, it's a separate problem

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unrelatedly, if you're making a build, you should use .47, since it fixed a major issue in builds

spare dome
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ok, could be that we are suffering whatever the major issue in builds was in .44 then

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are you talking about the IL2CPP code stripping fix?

tepid inlet
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Yep

spare dome
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OK, well, I believe we are using Mono still. Does .47 make IL2CPP a valid build target? I think we were under the impression that IL2CPP builds simply did not work with ECS still.

tepid inlet
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yep they work now

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the problem was actually managed stripping

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which you could turn on in mono also

spare dome
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OK, thanks.

As far as the original problem I asked about. There are other people at my company investigating and they still suspect an editor bug is happening.

Current hypothesis is that the default background burst compilation has a race condition with domain reloads, which can cause it to sometimes not do the burst compile during the player build if a background task is already in-progress.

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We'll likely submit a ticket through our support channel to Unity, but just wanted to update this thread with our findings so far.

tepid inlet
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that's really very unlikely

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burst compilation in the player is not connected to that in the editor at all

spare dome
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Burst compilation is tied to the generic "build process" however, and it seems the Unity editor may be interrupting it during domain reloads.

I am not the one investigating though, just looking to see if there was maybe quick answers here.