Quick answer: Unity Burst job's math results differing slightly from C# Mono? Burst's FastMath is enabled by default - disable for cross-platform determinism.
Multiplayer prediction uses the same code in C# and Burst-job paths. Outputs diverge by 0.0001 per step; over time, desync.
Disable FastMath
[BurstCompile(FloatPrecision.Standard, FloatMode.Strict)]Strict mode matches C# Mono. Determinism preserved.
Or use math.unity intrinsics
Unity.Mathematics functions are Burst-aware; results match C# at the float level.
Test cross-platform
Same code path on PC, console, mobile. Outputs should match bit-for-bit for deterministic multiplayer.
“FastMath trades precision for speed. Cross-platform determinism needs the precision.”
If your game has lockstep multiplayer, Burst strict mode is mandatory. Document the constraint at the project level.