# Marking code for Burst compilation Apply the [`[BurstCompile]`](xref:Unity.Burst.BurstCompileAttribute) attribute to the parts of your code you want Burst to compile. You can apply the `[BurstCompile]` attribute to the following: * **Jobs**: When you apply `[BurstCompile]` to a job definition, Burst compiles everything within the job. For more information on jobs, refer to [Job system](xref:um-job-system) in the Unity Manual. * **Classes**: Apply `[BurstCompile]` to a class definition if the class contains static methods that are also marked with `[BurstCompile]`. Burst can't compile the class itself but only its member methods. * **Structs**: Apply `[BurstCompile]` to a regular (non-job) struct definition if the struct contains static methods that are also marked with `[BurstCompile]`. * **Static methods**: Apply `[BurstCompile]` to the method and its parent type. To work with dynamic functions that process data based on other data states, refer to [Function pointers](csharp-function-pointers.md). * **Assemblies**: Apply `[BurstCompile]` to an assembly to set options for all Burst jobs and function-pointers within the assembly. For more information, refer to [Defining Burst options for an assembly](compilation-burstcompile-assembly.md). > [!IMPORTANT] >You don't always need to mark a method with the `[BurstCompile]` attribute for Burst to compile it. Any method where the program execution switches from managed to Burst-compiled code is referred to as a Burst entry point. If a static entry point method is marked with `[BurstCompile]`, Burst also compiles any methods it calls into, even if they're not marked `[BurstCompile]`. ## Configure Burst compilation with parameters You can supply parameters to the [`[BurstCompile]`](xref:Unity.Burst.BurstCompileAttribute) attribute to modify aspects of compilation and improve Burst's performance. You can use attribute parameters to: * Use a different accuracy for math functions (for example, sin, cos). * Relax the order of math computations so that Burst can rearrange the floating point calculations. * Force a synchronous compilation of a job (only for [just-in-time compilation](compilation.md)). For example, you can use the `[BurstCompile]` attribute to change the [floating precision](xref:Unity.Burst.FloatPrecision) and [float mode](xref:Unity.Burst.FloatMode) of Burst like so: [BurstCompile(FloatPrecision.Medium, FloatMode.Fast)] ## FloatPrecision Use the [`FloatPrecision`](xref:Unity.Burst.FloatPrecision) enumeration to define Burst's floating precision accuracy. Float precision is measured in ulp (unit in the last place or unit of least precision). This is the space between floating-point numbers: the value the least significant digit represents if it's 1. `Unity.Burst.FloatPrecision` provides the following accuracy: * `FloatPrecision.Standard`: Default value, which is the same as `FloatPrecision.Medium`. This provides an accuracy of 3.5 ulp. * `FloatPrecision.High`: Provides an accuracy of 1.0 ulp. * `FloatPrecision.Medium`: Provides an accuracy of 3.5 ulp. * `FloatPrecision.Low`: Has an accuracy defined per function, and functions might specify a restricted range of valid inputs. **Note:** In previous versions of the Burst API, the `FloatPrecision` enum was named `Accuracy`. ### FloatPrecision.Low If you use the [`FloatPrecision.Low`](xref:Unity.Burst.FloatPrecision) mode, the following functions have a precision of 350.0 ulp. All other functions inherit the ulp from `FloatPrecision.Medium`. * `Unity.Mathematics.math.sin(x)` * `Unity.Mathematics.math.cos(x)` * `Unity.Mathematics.math.exp(x)` * `Unity.Mathematics.math.exp2(x)` * `Unity.Mathematics.math.exp10(x)` * `Unity.Mathematics.math.log(x)` * `Unity.Mathematics.math.log2(x)` * `Unity.Mathematics.math.log10(x)` * `Unity.Mathematics.math.pow(x, y)` * Negative `x` to the power of a fractional `y` aren't supported. * `Unity.Mathematics.math.fmod(x, y)` ## FloatMode Use the [`FloatMode`](xref:Unity.Burst.FloatMode) enumeration to define Burst's floating point math mode. It provides the following modes: * `FloatMode.Default`: Defaults to `FloatMode.Strict` mode. * `FloatMode.Strict`: Burst doesn't perform any re-arrangement of the calculation and respects special floating point values (such as denormals, NaN). This is the default value. * `FloatMode.Fast`: Burst can perform instruction re-arrangement and use dedicated or less precise hardware SIMD instructions. * `FloatMode.Deterministic`: Unsupported. Deterministic mode is reserved for a future iteration of Burst. For hardware that can support Multiply and Add (e.g mad `a * b + c`) into a single instruction, you can use `FloatMode.Fast` to enable this optimization. However, the reordering of these instructions might lead to a lower accuracy. Use `FloatMode.Fast` for scenarios where the exact order of the calculation and the uniform handling of NaN values aren't required. ## Additional resources * [`[BurstCompile]` attribute API reference](xref:Unity.Burst.BurstCompileAttribute) * [Defining Burst options for an assembly](compilation-burstcompile-assembly.md)