Quick answer: Unity Burst compiler emitting alias warnings on a job that reads and writes the same NativeArray? Burst doesn't trust the safety - use [NoAlias] or split into separate input/output arrays.

In-place mesh deformation job triggers BC1090: aliased pointers detected at compile time. Disables vectorization.

Use [NoAlias]

[NoAlias] public NativeArray<float3> vertices;

Attribute tells Burst the pointer isn't shared. Vectorization re-enabled.

Or split arrays

Input array and output array; the job copies. Allocator cost; no alias confusion.

Verify via Burst Inspector

Inspector shows the generated assembly. Vectorized loops are dense; scalar fallback is sparse.

“Burst is conservative about aliasing. The conservatism costs performance.”

Audit jobs for NoAlias opportunities. Burst's defaults are safe; performance comes from being more specific.

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