# Platform build support reference


When you build your project, Burst compiles your code and creates a single dynamic library in the `Plugins` folder for the platform you're targeting. For example, on Windows, the path is `Data/Plugins/lib_burst_generated.dll`.

> **Note:**
>
> If your target platform is iOS, Unity instead generates a static library to meet Apple's submission requirements for TestFlight.

The job system runtime loads the generated library the first time a Burst compiled method is invoked.

To control Burst's AOT compilation, use the settings in the **Burst AOT Settings** section of the Project Settings window (**Edit > Project Settings > Burst AOT Settings**). For more information, refer to [Burst AOT Settings reference](/engine/6000.6/manual/scripting/compilation-and-code-reload/script-compilation/burst/building-aot-settings.md).

## Platforms without cross compilation

If you're compiling for a non-desktop platform, Burst compilation requires specific platform compilation tools (similar to [IL2CPP](/engine/6000.6/manual/scripting/compilation-and-code-reload/script-compilation/backends/il2cpp.md)). Desktop platforms (macOS, Linux, Windows) don't need external toolchain support.

The table below lists the level of support for AOT compilation on each platform. If you select an invalid target (one with missing tools, or unsupported), Unity doesn't use Burst compilation, but still builds the target without Burst optimizations.

> **Note:**
>
> Burst supports cross-compilation between desktop platforms (macOS/Linux/Windows) by default.

| **Host Editor platform** | **Target Player platform** | **Supported CPU architectures**                                                                                                       | **External toolchain requirements**                                                                                                                                                                                                                      |
| ------------------------ | -------------------------- | ------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Windows                  | Windows                    | x86 (SSE2, SSE4)x64 (SSE2, SSE4, AVX, AVX2)                                                                                           | None                                                                                                                                                                                                                                                     |
| Windows                  | Universal Windows Platform | x86 (SSE2, SSE4)x64 (SSE2, SSE4, AVX, AVX2)ARM32 (Thumb2, Neon32)ARMV8 AARCH64**Note:** A UWP build always compiles all four targets. | Visual Studio 2017Universal Windows Platform Development WorkflowC++ Universal Platform Tools                                                                                                                                                            |
| Windows                  | iOS                        | ARMV8 AARCH64                                                                                                                         | Burst supports compilation for iOS from Windows. However, to build the resulting Xcode project, you need macOS with Xcode installed.                                                                                                                     |
| Windows                  | tvOS                       | ARMV8 AARCH64                                                                                                                         | Burst supports compilation for tvOS from Windows. However, to build the resulting Xcode project, you need macOS with Xcode installed.                                                                                                                    |
| Windows                  | visionOS                   | ARMV8 AARCH64                                                                                                                         | Burst supports compilation for visionOS from Windows. However, to build the resulting Xcode project, you need macOS with Xcode installed.                                                                                                                |
| Windows                  | visionOS Simulator         | ARMV8 AARCH64                                                                                                                         | Burst supports compilation for visionOS Simulator from Windows. However, to build the resulting Xcode project, you need macOS with Xcode installed.                                                                                                      |
| Windows                  | Android                    | x86 SSE2ARMV7 (Thumb2, Neon32)ARMV8 AARCH64 (ARMV8A, ARMV8A\_HALFFP, ARMV9A)                                                          | Android NDK**Important:** Use the Android NDK that you install through Unity Hub (via **Add Component**). Burst falls back to the one that the `ANDROID_NDK_ROOT` environment variable specifies if the Unity external tools settings aren't configured. |
| Windows                  | Xbox One                   | x64 SSE4                                                                                                                              | Microsoft GDK                                                                                                                                                                                                                                            |
| Windows                  | Xbox Series                | x64 AVX2                                                                                                                              | Microsoft GDK                                                                                                                                                                                                                                            |
| Windows                  | PlayStation 4              | x64 SSE4                                                                                                                              | Minimum PS4 SDK version 8.00                                                                                                                                                                                                                             |
| Windows                  | PlayStation 5              | x64 AVX2                                                                                                                              | Minimum PS5 SDK version 2.00                                                                                                                                                                                                                             |
| Windows                  | Nintendo Switch            | ARMV8 AARCH64                                                                                                                         | None                                                                                                                                                                                                                                                     |
| macOS                    | macOS                      | x64 (SSE2, SSE4, AVX, AVX2), Apple Silicon                                                                                            | None                                                                                                                                                                                                                                                     |
| macOS                    | iOS                        | ARMV8 AARCH64                                                                                                                         | To build the resulting Xcode project, you need Xcode installed.                                                                                                                                                                                          |
| macOS                    | tvOS                       | ARMV8 AARCH64                                                                                                                         | To build the resulting Xcode project, you need Xcode installed.                                                                                                                                                                                          |
| macOS                    | visionOS                   | ARMV8 AARCH64                                                                                                                         | To build the resulting Xcode project, you need Xcode installed.                                                                                                                                                                                          |
| macOS                    | visionOS Simulator         | ARMV8 AARCH64                                                                                                                         | To build the resulting Xcode project, you need Xcode installed.                                                                                                                                                                                          |
| macOS                    | Android                    | x86 SSE2ARMV7 (Thumb2, Neon32)ARMV8 AARCH64 (ARMV8A, ARMV8A\_HALFFP, ARMV9A)                                                          | Android NDK**Important:** Use the Android NDK that you install through Unity Hub (via **Add Component**). Burst falls back to the one that the `ANDROID_NDK_ROOT` environment variable specifies if the Unity external tools settings aren't configured. |
| Linux                    | Linux                      | x64 (SSE2, SSE4, AVX, AVX2)                                                                                                           | None                                                                                                                                                                                                                                                     |
| Linux                    | iOS                        | ARMV8 AARCH64                                                                                                                         | Burst supports compilation for iOS from Linux. However, to build the resulting Xcode project, you need macOS with Xcode installed.                                                                                                                       |
| Linux                    | tvOS                       | ARMV8 AARCH64                                                                                                                         | Burst supports compilation for tvOS from Linux. However, to build the resulting Xcode project, you need macOS with Xcode installed.                                                                                                                      |
| Linux                    | visionOS                   | ARMV8 AARCH64                                                                                                                         | Burst supports compilation for visionOS from Linux. However, to build the resulting Xcode project, you need macOS with Xcode installed.                                                                                                                  |
| Linux                    | visionOS Simulator         | ARMV8 AARCH64                                                                                                                         | Burst supports compilation for visionOS Simulator from Linux. However, to build the resulting Xcode project, you need macOS with Xcode installed.                                                                                                        |

> **Note:**
>
> The maximum target CPU is hardcoded per platform. For standalone builds that target desktop platforms (Windows/Linux/macOS) you can choose the supported targets via the [Burst AOT Settings](/engine/6000.6/manual/scripting/compilation-and-code-reload/script-compilation/burst/building-aot-settings.md).

### Unsupported project types

Some projects can't use Burst as the compiler:

* Android projects from the Linux Editor.
* Xcode projects generated from the **Create Xcode Project** option.

## Multiple Burst targets

When Burst compiles multiple target platforms during a build, it has to perform separate compilations. For example, if you want to compile `X64_SSE2` and `X64_SSE4`, Burst has to do two separate compilations to generate code for each of the targets you choose.

To keep the combinations of targets to a minimum, Burst target platforms require multiple processor instruction sets underneath:

* `SSE4.2` is gated on having `SSE4.2` and `POPCNT` instruction sets.
* `AVX2` is gated on having `AVX2`, `FMA`, `F16C`, `BMI1`, and `BMI2` instruction sets.
* `ARMV8A` is a basic Armv8-A CPU target
* `ARMV8A_HALFFP` is `ARMV8A` plus the following extensions: `fullfp16`, `dotprod`, `crypto`, `crc`, `rdm`, `lse`. In practice, this means Cortex A75/A55 and later cores.
* `ARMV9A` is `ARMV8A_HALFFP` plus SVE2 support. In practice, this means Cortex X2/A710/A510 and later cores. **Important:** this target is currently experimental.

## Dynamic dispatch based on runtime CPU features

For all `x86`/`x64` CPU desktop platforms, as well as for 64-bit Arm on Android, Burst takes into account the CPU features available at runtime to dispatch jobs to different versions it compiles.

For `x86` and `x64` CPUs, Burst supports `SSE2` and `SSE4` instruction sets at runtime only.

For example, with dynamic CPU dispatch, if your CPU supports `SSE3` and below, Burst selects `SSE2` automatically.

## Additional resources

* [Burst AOT Settings reference](/engine/6000.6/manual/scripting/compilation-and-code-reload/script-compilation/burst/building-aot-settings.md)
* [Editor reference](/engine/6000.6/manual/scripting/compilation-and-code-reload/script-compilation/burst/editor-reference-overview.md)
