Stadia Adventures in slow server code on Unity

A story about profiling, debug build performance, job managers, and getting the burst compiler to work on a legacy Unity project called Stadia Adventure. Long-time C++ game engineer Scott Wardle finds an odd performance bug that inspires him to optimize Stadia Adventure server code. After getting stuck at first, he makes a model app to work out how to use Burst.CompileFunctionPointer, and get Unity’s Job System to run Managed C# code. This optimizes the Stadia Adventure’s strangely slow server code finding a debugger bug along the way.

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