com.unity.burst 1.6.5
Notes: processedReleased March 22, 2022
Unity Compatibility
Minimum Unity: 2019.4
Package Dependencies
🔧 Bug Fixes
- Improved UWP linker error message to clarify which VS components need to be installed for UWP
- Fixed a bug that meant Burst was accidentally enabled in secondary Unity processes, including the asset import worker and out-of-process profiler (see changelog entry for 1.6.0-pre.1 for more context around this)
- Fixed access violation error that could occur when reading from a static readonly variable
- Made `--burst-force-sync-compilation` command-line option actually work
- Fix a bug where codegen differences could occur when using a local vector variable that was being captured by reference and passed to a called function, versus when it wasn't.
- Fixed an exception that could occur if you had the Burst AOT Settings menu docked in the Editor, and then did a player build. Trying to change any of the Burst AOT Settings would throw an exception (unless you closed and reopened the Burst AOT Settings).
- Fix the Burst `link.xml` output to preserve C# methods we rely on, alongside the static constructors that we preserved previously.
- Fixed errors when working with paths containing special characters
- Fixed a bug where if you had two generic structs overlapping at the same `FieldOffset` in an explicitly laid out struct, a codegen error would occur.
- Fixed a bug where if you used `FloatMode.Fast` with `math.pow`, where the `y` argument to `math.pow` was actually sourced from an integer, illegal codegen would be generated (LLVM would try and call out to `powf` from the cstdlib).
- Fixed another rare case of the file-is-locked bug where the Burst IL Post Processor could incorrectly hold a file lock on a pdb.
- Fixed a bug when calling profiling `CreateMarker` on iOS, Burst could fail at runtime saying it was unable to find `CreateMarker__Unmanaged`.
