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.

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