baker-authoring-conversion
CommunityBake authoring data into ECS at import time.
System Documentation
What problem does it solve?
It eliminates the need for slow, error-prone runtime conversion of designer-authored MonoBehaviour data by converting it into ECS components during subscene import.
Core Features & Use Cases
- Designer-to-runtime conversion at bake time: Transforms inspector-configurable fields from authoring MonoBehaviours into unmanaged ECS components with zero runtime overhead.
- Correct prefab entity reference wiring: Converts referenced prefab GameObjects into entity prefab references using
GetEntity. - Deterministic and performant baking rules: Ensures conversions are done deterministically inside
Bake()(no I/O, no runtime unit conversion), and uses the rightTransformUsageFlagsfor moving vs static entities.
Use case example: You have an enemy authoring MonoBehaviour with a movement speed in degrees/sec and a projectile prefab reference; the skill pattern bakes a runtime EnemyMoveSpeed component with radians/sec and an EnemyProjectileRef entity reference for the prefab.
Quick Start
Create a MonoBehaviour authoring class with inspector fields and embed a nested Baker : Baker<YourAuthoring> that calls GetEntity(...) and uses AddComponent(...) to populate unmanaged ECS components during Bake().
Dependency Matrix
Required Modules
None requiredComponents
Standard package💻 Claude Code Installation
Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.
Please help me install this Skill: Name: baker-authoring-conversion Download link: https://github.com/dyCuong03/unity-agent-team/archive/main.zip#baker-authoring-conversion Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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