[Burst] New release 1.2.0-preview.10, we need your feedback!

Hello,

Today we are pleased to release a new preview version of Burst 1.2.0-preview.10

We were actually expecting to release a stable version a few weeks ago for the release of Unity 2019.3 but we found very late several regressions that we had to fix. This release should hopefully fix all the known critical issues so far.

The 1.2.0 version is quite a significant step from 1.1.x:

  • Many bug fixes, including critical codegen bugs that we can’t fix in 1.1.x
  • It brings support for function pointers that can be called from both Burst Jobs and regular C#
  • It is improving compilation time by using multi-threaded compilation in the editor and standalone player builds. Function pointers are compiled asynchronously by default.
  • It is using a more recent version of LLVM which should improve codegen in some cases
  • The Burst inspector has been slightly improved with syntax highlighting

If you are using a version of Burst 1.1.x, we really need your help and feedback on 1.2.0-preview.10 so that we will make sure that we don’t have any critical issues left.

We are also eager to share as soon as possible the next 1.3.0 preview that is almost ready and which is going to bring several improvements: support for cross compilation, cache of generated code between editor restarts, new LLVM version, improved codegen with no-alias analysis, new x86 Intrinsics API for advanced SIMD scenarios… and more. But before releasing this new preview, we really need to be stable for 1.2.0.

We hope to release a stable version 1.2.0 in early January.

So please, let us know your experience with this latest preview!

On behalf of the Burst Team,
Alexandre

Documentation: Burst User Guide | Burst | 1.2.3
Existing known issues are at the bottom of this link.

17 Likes

We’ve been using the 1.2.0 previews for a while now, and above all else the compilation caching is a godsend - huge time saved. Burst also enables us to do loads of crazy things we never though would be possible - big up to you guys!

If I wanted to throw in one request: help us understand the burst inspector - without profiling, it is really hard to understand exactly what is happening in our code, and how to optimise it further.

Questions: Also, what and how should we use function pointers? More documentation? Examples on how we might use NativeStrings? Is NoAlias analysis done by default? do we need to enable it explicitly?

1 Like

Thank you for the feedback!

That’s exactly what we would like to bring by providing tools that will help to optimize your code. We haven’t been able to invest on that part so far because we had to prioritize our work on other critical core parts (e.g help DOTS demos to get better performance, make sure we don’t generate invalid code…) but that’s very high on our radar/roadmap.

For function pointers, you have some documentation in the link above (here) It is still lacking practical use cases but we will hopefully cover that part in the coming months.

For strings, we hope to bring basic support for them for the 1.3 timeframe in the case of Debug.Log and also with NativeString.

No-Alias analysis is done by default, you don’t need to do anything in particular. We have been improving that aspect in 1.3 so that the analysis will be more robust and should help the LLVM auto-vectorizer to trigger.

1 Like

Does this mean what I think it means? Can we make Burst compiled Linux player builds on Windows? This has been a big blocker for us and we’re about to start investing in infrastructure to expand our build servers to native Linux.

Indeed, this was a highly requested feature/issue. It seems to work well on our 1.3.0 preview branch. This is also allowing Burst to completely remove the dependency from Visual Studio SDK C++ installs or from Linux build tooling. But note that certain platforms (e.g Consoles, iOS) are requiring Burst to use their platform SDK to generate an executable. So the cross-platform compilation is mainly for desktop platforms.

9 Likes

Not sure if this is the right place to ask:

can anyone give a better overview of the SharedStatic thing? I could greatly use a way to get a static float into a job …

That is really awesome news! Any idea when the first previews of 1.3 will drop? I can chase this through enterprise support if you prefer, but it really affects our planning for early next year.

Once we have 1.2 stable. :wink: We should be able to release 1.3.0-preview almost at the same time.
That’s why it is important for us to get your feedback from this 1.2.0-preview.10. We don’t want to release a stable version that has a critical bug and it would be confusing to have still 1.2.0 in preview while 1.3.0 in preview as well. Any other minor fixes will go through eventually a patch version on the stable. A critical issue for us is: a regression from what we had in 1.1.x, an invalid codegen, editor crashing on a simple usage without any workarounds…etc

1 Like

Hi. The case (1201920) I reported is still a problem in this preview. It’s about using static readonly struct array with constant length which according to the docs it should be possible for each jobs to copy that for their own use. The error says I need to fix it to constant length though I already did that.

Sorry, you issue was still not triaged to our team.
We will have a look at it early next week. Can’t test it right now but the error might be misleading. Could you try to remove this.SnapResolution = Constants.measureResolution / rhythmValue; and use a constant instead (just to make sure), I don’t remember if we are actually supporting operations during a constructor/array and I believe it must be a simple arg propagation to field.

That fixed the issue… I did find something about constructor in the docs but it only said :

So I think we need to add this to the explanation/error : )

Today I got 3 more

1203897 : Related to ValueTuple inside BlobAssetReference, but I guess this is not supported but the error is misleading?
1203900 : It crash Unity when compiling a struct that uses IEquatable
1203905 : Entities package generated invalid IL code : stfld, disable Burst didn’t solve the issue but just in case it is related to Burst

I have an error when using ValueTuples but I guess when inside BlobAssetReference the error is different.

Good day,

Would it be possible to add explicity typed generics with ILC2PP builds?
For instance having a public static JobName BurstHelper; field somewhere in code to register generic will result in succesful AOT compilation with Mono build but will fail in ILC2PP build when running.

Thank you.

ValueTuple is not supported by Burst. It is using an auto layout that we can’t safely emulate (it is VM dependent, e.g Mono vs .NET CLR)

Thanks, we will have a look.

Yes, it should not be related to Burst. Entities is now using an IL post processor for rewriting Jobs ForEach.

Hi.
I can’t build my project (x86-64) with Burst 1.2-preview10 : (net framework 2.0 || 4)
I’ve tried to comment //[BurstCompile] (52 jobs on the project). But same errors
It works fine on 1.1.3. (tested with Unity 2019.3b11 and 2019.3f1)
Tested on 2 Fresh Projects

Unable to find player assembly: D:\TerrainEngineNext\Temp\StagingArea\Data\Managed\UnityEngine.TestRunner.dll
UnityEngine.Debug:LogWarning(Object)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLsImpl(BuildReport) (at Library/PackageCache/com.unity.burst@1.1.3-preview.3/Editor/BurstAotCompiler.cs:212)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs(BuildReport) (at Library/PackageCache/com.unity.burst@1.1.3-preview.3/Editor/BurstAotCompiler.cs:90)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

Unable to find player assembly: D:\TerrainEngineNext\Temp\StagingArea\Data\Managed\Unity.PerformanceTesting.dll
UnityEngine.Debug:LogWarning(Object)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLsImpl(BuildReport) (at Library/PackageCache/com.unity.burst@1.1.3-preview.3/Editor/BurstAotCompiler.cs:212)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs(BuildReport) (at Library/PackageCache/com.unity.burst@1.1.3-preview.3/Editor/BurstAotCompiler.cs:90)
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

BuildFailedException: Burst compiler (1.2.0-preview.10) failed running

stdout:
stderr:

Exception non g�r�e�: System.AccessViolationException: Tentative de lecture ou d'�criture de m�moire prot�g�e. Cela indique souvent qu'une autre m�moire est endommag�e.
   � Burst.Backend.StandardCompilerBackend.GetElementAddress(FunctionBodyBuilder builder, Value dataPointer, IntPtr indices, UInt32 count)
   � Burst.Backend.ChainCompilerBackend.GetElementAddress(FunctionBodyBuilder builder, Value dataPointer, IntPtr indices, UInt32 count)
   � Burst.Backend.ExtendedCompilerBackend.GetElementAddress(FunctionBodyBuilder builder, Value dataPointer, Int32 index1, Value index2)
   � Burst.Compiler.IL.ILCompiler.Ldelem(ILInstruction inst)
   � Burst.Compiler.IL.ILCompiler.CompileInternal(ILInstruction inst)
   � Burst.Compiler.IL.ILCompiler.Compile(ILInstruction inst)
   � Burst.Compiler.IL.ILCompiler.VisitImpl(ILInstruction inst)
   � Burst.Compiler.IL.ILVisitor.Visit(ILInstruction instruction)
   � Burst.Compiler.IL.ILVisitor.VisitImpl(ILBlock block)
   � Burst.Compiler.IL.ILVisitor.Visit(ILBlock block)
   � Burst.Compiler.IL.ILVisitor.VisitBlocks()
   � Burst.Compiler.IL.ILVisitor.VisitImpl(ILFunction ilFunction)
   � Burst.Compiler.IL.ILCompiler.VisitImpl(ILFunction function)
   � Burst.Compiler.IL.ILVisitor.Visit(ILFunction ilFunction)
   � Burst.Compiler.IL.ILVisitor.VisitPendingFunctions()
   � Burst.Compiler.IL.ILVisitor.VisitImpl(ILModule module)
   � Burst.Compiler.IL.ILCompiler.VisitImpl(ILModule module)
   � Burst.Compiler.IL.ILVisitor.Visit(ILModule module)
   � Burst.Compiler.IL.NativeCompiler.Compile()
   � Burst.Compiler.IL.Aot.AotCompiler.Compile(List`1 methodReferences, AotCompilerOptions compilerOptions, List`1 outputFunctions)
   � Burst.Bcl.BclApp.CompilerThread.Compile(CompilerRequest request)
   � Burst.Bcl.BclApp.CompilerThread.Run()
   � System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   � System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   � System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   � System.Threading.ThreadHelper.ThreadStart()

Exception non g�r�e�: System.AccessViolationException: Tentative de lecture ou d'�criture de m�moire prot�g�e. Cela indique souvent qu'une autre m�moire est endommag�e.
   � Burst.Backend.StandardCompilerBackend.GetElementAddress(FunctionBodyBuilder builder, Value dataPointer, IntPtr indices, UInt32 count)
   � Burst.Backend.ChainCompilerBackend.GetElementAddress(FunctionBodyBuilder builder, Value dataPointer, IntPtr indices, UInt32 count)
   � Burst.Backend.ExtendedCompilerBackend.GetElementAddress(FunctionBodyBuilder builder, Value dataPointer, Int32 index1, Value index2)
   � Burst.Compiler.IL.ILCompiler.Ldelem(ILInstruction inst)
   � Burst.Compiler.IL.ILCompiler.CompileInternal(ILInstruction inst)
   � Burst.Compiler.IL.ILCompiler.Compile(ILInstruction inst)
   � Burst.Compiler.IL.ILCompiler.VisitImpl(ILInstruction inst)
   � Burst.Compiler.IL.ILVisitor.Visit(ILInstruction instruction)
   � Burst.Compiler.IL.ILVisitor.VisitImpl(ILBlock block)
   � Burst.Compiler.IL.ILVisitor.Visit(ILBlock block)
   � Burst.Compiler.IL.ILVisitor.VisitBlocks()
   � Burst.Compiler.IL.ILVisitor.VisitImpl(ILFunction ilFunction)
   � Burst.Compiler.IL.ILCompiler.VisitImpl(ILFunction function)
   � Burst.Compiler.IL.ILVisitor.Visit(ILFunction ilFunction)
   � Burst.Compiler.IL.ILVisitor.VisitPendingFunctions()
   � Burst.Compiler.IL.ILVisitor.VisitImpl(ILModule module)
   � Burst.Compiler.IL.ILCompiler.VisitImpl(ILModule module)
   � Burst.Compiler.IL.ILVisitor.Visit(ILModule module)
   � Burst.Compiler.IL.NativeCompiler.Compile()
   � Burst.Compiler.IL.Aot.AotCompiler.Compile(List`1 methodReferences, AotCompilerOptions compilerOptions, List`1 outputFunctions)
   � Burst.Bcl.BclApp.CompilerThread.Compile(CompilerRequest request)
   � Burst.Bcl.BclApp.CompilerThread.Run()
   � System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   � System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   � System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   � System.Threading.ThreadHelper.ThreadStart()

Exception non g�r�e�: System.AccessViolationException: Tentative de lecture ou d'�criture de m�moire prot�g�e. Cela indique souvent qu'une autre m�moire est endommag�e.
   � Burst.Backend.StandardCompilerBackend.GetElementAddress(FunctionBodyBuilder builder, Value dataPointer, IntPtr indices, UInt32 count)
   � Burst.Backend.ChainCompilerBackend.GetElementAddress(FunctionBodyBuilder builder, Value dataPointer, IntPtr indices, UInt32 count)
   � Burst.Backend.ExtendedCompilerBackend.GetElementAddress(FunctionBodyBuilder builder, Value dataPointer, Int32 index1, Value index2)
   � Burst.Compiler.IL.ILCompiler.Ldelem(ILInstruction inst)
   � Burst.Compiler.IL.ILCompiler.CompileInternal(ILInstruction inst)
   � Burst.Compiler.IL.ILCompiler.Compile(ILInstruction inst)
   � Burst.Compiler.IL.ILCompiler.VisitImpl(ILInstruction inst)
   � Burst.Compiler.IL.ILVisitor.Visit(ILInstruction instruction)
   � Burst.Compiler.IL.ILVisitor.VisitImpl(ILBlock block)
   � Burst.Compiler.IL.ILVisitor.Visit(ILBlock block)
   � Burst.Compiler.IL.ILVisitor.VisitBlocks()
   � Burst.Compiler.IL.ILVisitor.VisitImpl(ILFunction ilFunction)
   � Burst.Compiler.IL.ILCompiler.VisitImpl(ILFunction function)
   � Burst.Compiler.IL.ILVisitor.Visit(ILFunction ilFunction)
   � Burst.Compiler.IL.ILVisitor.VisitPendingFunctions()
   � Burst.Compiler.IL.ILVisitor.VisitImpl(ILModule module)
   � Burst.Compiler.IL.ILCompiler.VisitImpl(ILModule module)
   � Burst.Compiler.IL.ILVisitor.Visit(ILModule module)
   � Burst.Compiler.IL.NativeCompiler.Compile()
   � Burst.Compiler.IL.Aot.AotCompiler.Compile(List`1 methodReferences, AotCompilerOptions compilerOptions, List`1 outputFunctions)
   � Burst.Bcl.BclApp.CompilerThread.Compile(CompilerRequest request)
   � Burst.Bcl.BclApp.CompilerThread.Run()
   � System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   � System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   � System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   � System.Threading.ThreadHelper.ThreadStart()

Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.2.0-preview.10/Editor/BurstAotCompiler.cs:725)
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.2.0-preview.10/Editor/BurstAotCompiler.cs:663)
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.2.0-preview.10/Editor/BurstAotCompiler.cs:637)
Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.2.0-preview.10/Editor/BurstAotCompiler.cs:332)
Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.2.0-preview.10/Editor/BurstAotCompiler.cs:90)
UnityEditor.Build.BuildPipelineInterfaces.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at <103dcb0fcec74625b826b8ee16f3e0b1>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Manifest :

{
  "dependencies": {
    "com.unity.burst": "1.2.0-preview.10",
    "com.unity.collab-proxy": "1.2.16",
    "com.unity.collections": "0.3.0-preview.0",
    "com.unity.entities": "0.3.0-preview.4",
    "com.unity.ide.rider": "1.1.0",
    "com.unity.ide.vscode": "1.1.3",
    "com.unity.physics": "0.2.5-preview.1",
    "com.unity.postprocessing": "2.2.2",
    "com.unity.terrain-tools": "2.0.2-preview",
    "com.unity.test-framework": "1.1.8",
    "com.unity.test-framework.performance": "1.2.6-preview",
    "com.unity.textmeshpro": "2.0.1",
    "com.unity.timeline": "1.2.6",
    "com.unity.ugui": "1.0.0",
    "com.unity.modules.ai": "1.0.0",
    "com.unity.modules.androidjni": "1.0.0",
    "com.unity.modules.animation": "1.0.0",
    "com.unity.modules.assetbundle": "1.0.0",
    "com.unity.modules.audio": "1.0.0",
    "com.unity.modules.cloth": "1.0.0",
    "com.unity.modules.director": "1.0.0",
    "com.unity.modules.imageconversion": "1.0.0",
    "com.unity.modules.imgui": "1.0.0",
    "com.unity.modules.jsonserialize": "1.0.0",
    "com.unity.modules.particlesystem": "1.0.0",
    "com.unity.modules.physics": "1.0.0",
    "com.unity.modules.physics2d": "1.0.0",
    "com.unity.modules.screencapture": "1.0.0",
    "com.unity.modules.terrain": "1.0.0",
    "com.unity.modules.terrainphysics": "1.0.0",
    "com.unity.modules.tilemap": "1.0.0",
    "com.unity.modules.ui": "1.0.0",
    "com.unity.modules.uielements": "1.0.0",
    "com.unity.modules.umbra": "1.0.0",
    "com.unity.modules.unityanalytics": "1.0.0",
    "com.unity.modules.unitywebrequest": "1.0.0",
    "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
    "com.unity.modules.unitywebrequestaudio": "1.0.0",
    "com.unity.modules.unitywebrequesttexture": "1.0.0",
    "com.unity.modules.unitywebrequestwww": "1.0.0",
    "com.unity.modules.vehicles": "1.0.0",
    "com.unity.modules.video": "1.0.0",
    "com.unity.modules.vr": "1.0.0",
    "com.unity.modules.wind": "1.0.0",
    "com.unity.modules.xr": "1.0.0"
  }
}

Could you send this repro via bug reporting? It looks like there is a codegen issue that is making the compiler crashing.

So if burst is disabled then enabled, it looks like it requires going into play mode again for jobs to be bursted. Not a big deal really just an FYI in case this isn’t expected behavior.

Indeed, that’s a known issue. We hope to release a fix in preview.11 but it will also require a new version of Unity 2019.3 (for which we don’t have any ETA yet)

Hi There,

I’m not able to make HoloLens build with Burst 1(.2.0-preview.10) getting following errors:
Unity Version: Unity 2019.2.10f1
UWP HoloLens x86
Microsoft Mixed Reality Toolkit v2.2.0

Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Windows.Foundation.FoundationContract, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null'
   at Mono.Cecil.BaseAssemblyResolver.Resolve(AssemblyNameReference name, ReaderParameters parameters)
   at Burst.Compiler.IL.AssemblyLoader.Resolve(AssemblyNameReference name)
   at Mono.Cecil.MetadataResolver.Resolve(TypeReference type)
   at Mono.Cecil.TypeReference.Resolve()
   at Burst.Compiler.IL.Helpers.CecilExtensions.StrictResolve(TypeReference typeReference)
   at Burst.Bcl.BclApp.FindExecuteMethods(List`1 rootAssemblyPaths)
   at Burst.Bcl.BclApp.GetMethodsToCompileBeforeDynamicDispatch()
   at Burst.Bcl.BclApp.GetMethodsToCompile()
   at Burst.Bcl.Program.Main(String[] args)
BuildFailedException: Burst compiler (1.2.0-preview.10) failed running

stdout:
An unexpected exception occurred:
stderr:
Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Windows.Foundation.FoundationContract, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null'
   at Mono.Cecil.BaseAssemblyResolver.Resolve(AssemblyNameReference name, ReaderParameters parameters)
   at Burst.Compiler.IL.AssemblyLoader.Resolve(AssemblyNameReference name)
   at Mono.Cecil.MetadataResolver.Resolve(TypeReference type)
   at Mono.Cecil.TypeReference.Resolve()
   at Burst.Compiler.IL.Helpers.CecilExtensions.StrictResolve(TypeReference typeReference)
   at Burst.Bcl.BclApp.FindExecuteMethods(List`1 rootAssemblyPaths)
   at Burst.Bcl.BclApp.GetMethodsToCompileBeforeDynamicDispatch()
   at Burst.Bcl.BclApp.GetMethodsToCompile()
   at Burst.Bcl.Program.Main(String[] args)

Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.2.0-preview.10/Editor/BurstAotCompiler.cs:725)
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.2.0-preview.10/Editor/BurstAotCompiler.cs:663)
Unity.Burst.Editor.BurstAotCompiler+BclRunner.RunManagedProgram (System.String exe, System.String args, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.2.0-preview.10/Editor/BurstAotCompiler.cs:637)
Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLsImpl (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.2.0-preview.10/Editor/BurstAotCompiler.cs:332)
Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at Library/PackageCache/com.unity.burst@1.2.0-preview.10/Editor/BurstAotCompiler.cs:90)
UnityEditor.Build.BuildPipelineInterfaces.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:452)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
Error building Player: 2 errors
Build completed with a result of 'Failed'
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
UnityEditor.BuildPlayerWindow+BuildMethodException: 5 errors
  at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:190
  at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:95
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

any help would be appreciated. I’ve tried to make build with all Burst preview packages (1.2.0 preview 1 to 10) and Burst 1.1.3 preview 3 and Burst 1.1.1 and 1.1.2. but no luck. I’m stuck here from last two days.