Tier 4
Series 303
303E: The Burst Job
"Generating 10,000 vertices takes time. If you do it on the Main Thread (where the pilot is flying), the plane freezes for a second. That is unacceptable. A Navigator moves heavy math to the "Background Engine" using the Job System."
The Concept: C# Job System & Burst
Unity allows you to write multithreaded code safely.
* **IJob:** A task that runs on a worker thread.
* **Burst Compiler:** Special magic that makes math code run 10x-100x faster.
* **NativeArray:** Memory that can be shared between threads safely.
* **IJob:** A task that runs on a worker thread.
* **Burst Compiler:** Special magic that makes math code run 10x-100x faster.
* **NativeArray:** Memory that can be shared between threads safely.
Red Flag Detected
The AI Trap: "The Main Thread Freeze"
You ask the AI: "Calculate the Perlin noise for 1 million points."
// AI-Generated Code: The Lag Spike
void Start() {
// Audit Fail: This runs on the same thread as rendering.
// The screen freezes completely until this loop finishes.
for(int i=0; i<1000000; i++) { ... }
}
This is "Thread Blocking." The player sees the game hang. Procedural generation must happen asynchronously.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Navigator's Correction
Corrective Protocol
// Corrected: Multithreaded Speed
[BurstCompile]
struct NoiseJob : IJobParallelFor {
public void Execute(int i) { ... }
}
// The Main Thread keeps flying while this calculates.
Your Pilot Command
> A skilled Navigator directs the AI to use Jobs.