# Constant intrinsic Use the [`IsConstantExpression`](xref:Unity.Burst.CompilerServices.Constant.IsConstantExpression*) intrinsic to check if a given expression is constant at compile-time: ```c# using static Unity.Burst.CompilerServices.Constant; var somethingWhichWillBeConstantFolded = math.pow(42.0f, 42.0f); if (IsConstantExpression(somethingWhichWillBeConstantFolded)) { // Burst knows that somethingWhichWillBeConstantFolded is a compile-time constant } ``` This is useful to check if a complex expression is always constant folded. You can use it for optimizations for a known constant value. For example, if you want to implement a `pow`-like function for integer powers: ```c# using static Unity.Burst.CompilerServices.Constant; public static float MyAwesomePow(float f, int i) { if (IsConstantExpression(i) && (2 == i)) { return f * f; } else { return math.pow(f, (float)i); } } ``` The `IsConstantExpression` check means that Burst always removes the branch if `i` isn't constant, because the if condition is false. This means that if `i` is constant and is equal to 2, you can use a more optimal simple multiply instead. The result of `IsConstantExpression` intentionally depends on the result of the optimizations being run. Therefore the result can change based on whether a function gets inlined or not. For example in the case above: `IsConstantExpression(i)` is false on its own, because `i` is a function argument which is obivously not constant. However, if `MyAwesomePow` gets inlined with a constant value for `i`, then it will evaluate to true. But if `MyAwesomePow` ends up not being inlined for whatever reason, then `IsConstantExpression(i)` will remain false. >[!NOTE] > Constant folding only takes place during optimizations. If you've disabled optimizations, the intrinsic returns false.