Accelerate your coding: BurstAdapter auto-generates Burst-compatible wrappers and manages auto-converting collections to native data (and back) for fast multithreaded gameplay.Script-only package.No known incompatibilities.BurstAdapter is a Unity productivity + performance package that bridges normal C# APIs and Burst jobs. Built for simplicity of use while supporting customization.You write [BurstAdapter] partial methods and the body ("kernel"), and the package generates the job wrapper code for you. The code generator runs at compile time without any noticeable delay.Basic example: create a method with List as parameter, decorate it with [BurstAdapter] and the package manages conversion to a NativeArray and back.It is designed to reduce boilerplate around:Managed-to-native container conversionJob scheduling (IJob / IJobParallelFor)Copy-back and disposalRepetitive Burst wrapper plumbingYou keep control over the actual algorithm in your kernel, while BurstAdapter handles the integration layer.Comes with full documentation and test-code that showcases lots of scenarios.CustomizationHighly customizable at code level: you define method signatures, kernel logic, and parallel mode behavior.Offers a few settings to configure output pathsNot a “black box” gameplay system; it is a developer tool for your own runtime logic.Works with your existing architecture and can be integrated per method, incrementally.Use cases / suitabilityGreat for CPU-heavy gameplay systems: procedural generation, simulation loops, data transforms, AI preprocessing, utility pipelines.Genre-agnostic: suitable for any Unity genre where performance-critical loops benefit from Burst + Jobs.Best for teams who want Burst performance without writing the same wrapper code repeatedly.BurstAdapter scans [BurstAdapter] partial methods and generates wrapper code plus Burst job structs (IJob/IJobParallelFor).It handles managed↔native conversion (arrays, List, Queue, Stack, HashSet, Dictionary/sorted maps, NativeArray), null checks, scheduling modes (Auto/Never/Always) with batch sizing, copy-back, and disposal.The generator does not require the Roslyn compiler to avoid potential problems with missing references / assemblies.Kernels stay hand-written, stubs can be injected inline near the source method, and codegen uses caching plus an empty-kernel analyzer for validation.Customization via additional attributes like [BurstAllocatorAttribute] and [BurstCopyBackAttribute].Used to assist with writing the code generator, the test showcases and the documentation files.




