BurstAdapter


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<T> as parameter, decorate it with [BurstAdapter] and the package manages conversion to a NativeArray<T> and back.



It is designed to reduce boilerplate around:

  • Managed-to-native container conversion
  • Job scheduling (IJob / IJobParallelFor)
  • Copy-back and disposal
  • Repetitive Burst wrapper plumbing

You 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.



Customization

  • Highly customizable at code level: you define method signatures, kernel logic, and parallel mode behavior.
  • Offers a few settings to configure output paths
  • Not 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 / suitability

  • Great 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.

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