baker-depends-on

Register Unity DOTS Baker dependencies for assets and components before null checks.

6|Updated Apr 2, 2026
One-click install
npx skills add https://github.com/dyCuong03/unity-agent-team --skill baker-depends-on
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: baker-depends-on
Source: https://github.com/dyCuong03/unity-agent-team/tree/main/.claude/skills/unity-dots/baker-depends-on
Command: npx skills add https://github.com/dyCuong03/unity-agent-team --skill baker-depends-on

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Prevents stale or silently incorrect baked results by ensuring a Unity DOTS Baker properly declares every external data source it reads, so the baking system can rerun the Baker when those inputs change.

Core Features & Use Cases

  • Registers Baker read dependencies: Calls to Baker API methods are treated as the “input declaration,” so referenced assets, ScriptableObjects, nested data, and sibling GameObjects trigger correct incremental rebakes.
  • Covers nested and null-safe cases: Declares dependencies before null checks so removals and later restorations still cause the Baker to rerun.
  • Supports transform and component reads: Uses GetComponent<T>(gameObject) so transform/component access is tracked through the Baker API rather than bypassing it.
  • Use case: When a Baker builds baked components using Mesh, Texture, or ScriptableObject fields, this Skill helps you register DependsOn(...) for every asset and nested field used to compute the final baked data.

Quick Start

When implementing a Baker that reads assets or nested fields (like Meshes or ScriptableObject properties), call DependsOn(...) for each declared input before any null-guard return and use the Baker API methods for component/transform access.

Frequently Asked Questions about baker-depends-on

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
Why does my Unity DOTS Baker produce stale data during incremental baking?

Stale baked data occurs when a Baker reads external assets or nested fields without declaring them. Register dependencies using DependsOn and Baker API methods before any null checks to ensure incremental live-baking reruns on changes.

How do I track ScriptableObject dependencies in a Unity DOTS Baker?

To track ScriptableObject dependencies in a Baker, call DependsOn for each referenced asset and nested field before null-guard return statements. This ensures the baking system tracks the data source and triggers a rebake when the ScriptableObject changes.

When should I use DependsOn in a Unity DOTS Baker?

Use DependsOn whenever a Baker reads external data sources like assets, sibling GameObjects, ScriptableObjects, or nested asset data beyond the primary authoring MonoBehaviour. This declares input sources so the baking system reruns the Baker correctly upon any changes.

Does GetComponent in a Unity DOTS Baker track external data dependencies?

Yes, using GetComponent<T>(gameObject) tracks transform and component access through the Baker API. Bypassing the API by reading directly fails to register dependencies, so always use Baker API methods for component access to ensure correct incremental builds.

What is the best way to prevent silent stale outputs when baking nested assets?

Declare dependencies via DependsOn for every asset and nested field before checking for null. This prevents silent stale outputs by ensuring removals and later restorations of referenced data still cause the Baker to rerun.