Unity games only using 1 thread even when multithreading is active

I don’t know why but when I turn on burst compiling and unity jobs and multithreading (and turn on consistency sorting) when I build and run, I spawn an insane amount of rigidbody2ds the cpu usage on taskmanager is 16.66% (exactly one thread). Is there anything I’m missing?

Have you actually coded in systems to use Burst/Jobs, or are you thinking Unity magically does it for you?

Wait… really? I was told otherwise. Well then how would I set it up?

Well you misunderstood whomever that was, or they were wrong. The king’s ransom of Unity happens on a single thread. Burst/Jobs gives you access to an API for performing thread safe operations, though it’s not something I’ve ever used as the requirement hasn’t come up.

And before you dabble into it: most non-DOTS APIs such as Physics2D are not (fully) threadable. That is why we have DOTS Physics (in two versions, Unity and Havok but not 2D specific yet).

If an API supports Native* containers such as MeshData it is (likely) threadable.

So to do 2D stuff on dots, you just use 3d rb but with certain constraints, am I right?