Unity Optimization: Speeding up FOVMapping bake time by 14x with Unity Burst Jobs and RaycastCommand
24 min read
The open-source **FOVMapping** library by *StupaSoft* is an excellent foundation for creating a realistic, obstacle-respecting fog of war in Unity, but it requires a lengthy single-threaded **bake** process. By completely refactoring the process to leverage **RaycastCommand**, the **Job System**, and **Burst compilation**, I successfully slashed the FOV map generation time by a factor of **10-14x**. This post details the architectural shift—from a monolithic, nested loop to an efficient, concurrent wavefront—that unlocked massive parallelism for millions of raycasts.
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