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.