Unity.Mathematics vs UnityEngine for hybrid systems

I understand the potential benefits of the new mathematics library. The issue is using UnityEngine everywhere just works without having to convert everywhere or deal with things like == vs Equals.

So my thought is use UnityEngine, and in cases where there might be a significant gain from Mathematics, just convert for those cases.

How are others handling this?

Someone else can correct me if I’m wrong but I think you only get the benefits if you use mathematics in burst compiled jobs, ie not hybrid systems.

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The burst compile attribute already can be put on top of a method. When Burst could compile regular method maybe we can use Mathematics with hybrid.

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