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 right TransformUsageFlags for 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().