Performance questions about GetNearest and JobRepairPath

  • A* version: 5.4.5
  • Unity version: 6.3
  • Follower entity

Hi, as far as I know, there is no way to perform GetNearest operations in a Burst-compiled job.

Do you think this could happen in a future update?

My graph is static for that matter.

Also, is there a reason why JobRepairPath is not marked as Burst-compiled (green) in the profiler?

Thank you!

Hi

There’s a lot of managed data that GetNearest needs to access. This cannot be done in a burst job unfortunately.

Graph data is handled using C# classes. It’s been this way since WAY before burst was even on the radar, and it’s not easy to replace that part of the architecture. I did some experiments, but they all ended up having lower performance anyway.

The same reason holds for JobRepairPath.

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