Version: Unity 6 Beta (6000.0)
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  • C#

IJobParticleSystemParallelForExtensions.EarlyJobInit

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Declaration

public static void EarlyJobInit();

Description

Gathers and caches reflection data for the internal job system's managed bindings. Unity is responsible for calling this method - don't call it yourself.

When the Jobs package is included in the project, Unity generates code to call EarlyJobInit at startup. This results in the following benefits:

  • Job initialization doesn't lazily occur during job scheduling, which would increase the time it takes to schedule a job.
  • Burst compiled code may schedule jobs because the reflection part of initialization, which is not compatible with burst compiler constraints, has already happened in EarlyJobInit.

Note: While the Jobs package code generator handles this automatically for all closed job types, you must register those with generic arguments (like IJobParticleSystemParallelFor&lt;MyJobType&lt;T&gt;&gt;) manually for each specialization with Unity.Jobs.RegisterGenericJobTypeAttribute.

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