Parallel jobs
Use parallel jobs to schedule multiple jobs at once.
Read time 3 minutesLast updated 18 days ago
When you schedule a job, its method runs a single time. However, there might be times when you need to perform the same operation on a lot of objects. To do this, use a ParallelFor job type, which inherits from .
ExecuteIJobParallelForA ParallelFor job uses a of data to act on as its data source. ParallelFor jobs run across multiple CPU cores. There’s one job per core, with each handling a subset of the workload.
NativeArrayIJobParallelForIJobExecuteExecuteExecuteThe following is an example of a ParallelFor job definition:
struct IncrementByDeltaTimeJob: IJobParallelFor{ public NativeArray<float> values; public float deltaTime; public void Execute (int index) { float temp = values[index]; temp += deltaTime; values[index] = temp; }}
Schedule a ParallelFor job
To schedule a job, you must specify the length of the data source that you want to split. The job system doesn’t know which you want to use as the data source if there are several in the struct. The length also tells the job system how many methods to expect.
ParallelForNativeArrayNativeArrayExecuteIn Unity's native code, the scheduling of jobs is more complicated. When Unity schedules a job, the job system divides the work into batches to distribute between cores. Each batch contains a subset of methods. The job system then schedules one job in Unity’s native job system per CPU core and passes that native job to the batches to complete.
ParallelForParallelForExecuteA ParallelFor job dividing batches across cores
When a native job completes its batches before others, it steals remaining batches from the other native jobs. It only steals half of a native job’s remaining batches at a time, to ensure cache locality.
To optimize the process, you need to specify a batch count. The batch count controls how many jobs you get, and how fine-grained the redistribution of work between threads is. Having a low batch count, such as 1, gives you an even distribution of work between threads. However, it comes with some overhead, so sometimes it's better to increase the batch count. Starting at 1 and increasing the batch count until there are negligible performance gains is a good strategy.
The following is an example of scheduling a ParallelFor job
Job code:
// Job adding two floating point values togetherpublic struct MyParallelJob : IJobParallelFor{ [ReadOnly] public NativeArray<float> a; [ReadOnly] public NativeArray<float> b; public NativeArray<float> result; public void Execute(int i) { result[i] = a[i] + b[i]; }}
Main thread code:
NativeArray<float> a = new NativeArray<float>(2, Allocator.TempJob);NativeArray<float> b = new NativeArray<float>(2, Allocator.TempJob);NativeArray<float> result = new NativeArray<float>(2, Allocator.TempJob);a[0] = 1.1f;b[0] = 2.2f;a[1] = 3.3f;b[1] = 4.4f;MyParallelJob jobData = new MyParallelJob();jobData.a = a;jobData.b = b;jobData.result = result;// Schedule the job with one Execute per index in the results array and only 1 item per processing batchJobHandle handle = jobData.Schedule(result.Length, 1);// Wait for the job to completehandle.Complete();// Free the memory allocated by the arraysa.Dispose();b.Dispose();result.Dispose();
ParallelForTransform jobs
A job is another type of job designed specifically for operating on Transforms. It's useful for working on Transform operations from jobs efficiently.
ParallelForTransformParallelFor