baking-system

Process cross-entity baked results and apply structural updates in the baking world.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It solves the need for cross-entity aggregation and complex structural work after all Bakers run, when you must compute final baked data in the baking world using full ECS APIs.

Core Features & Use Cases

  • Post-Baker orchestration: Runs a dedicated BakingSystem after Bakers complete, enabling logic that cannot be expressed within a single Baker.
  • Cross-entity aggregation & structural changes: Safely reads multiple entities, performs EntityManager random access, and applies structural/compound updates without breaking iteration rules.
  • Blob asset and render setup support: Provides a pattern for blob asset construction and render mesh setup as part of final baked outputs.
  • Incremental rebake performance: Uses SetChangedVersionFilter and RequireForUpdate to avoid unnecessary reruns and keep editor live-baking fast.
  • Correct mutation timing: Uses ToEntityArray(Allocator.Temp) to safely stage entities before performing structural changes.

Quick Start

Tell your AI to generate a BakingSystem using WorldSystemFilterFlags.BakingSystem, SetChangedVersionFilter, and a ToEntityArray staging step before any EntityManager structural changes.

Frequently Asked Questions about baking-system

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

FAQPage Schema
How do I aggregate cross-entity baked data in Unity ECS after all Bakers run?

Cross-entity aggregation requires a BakingSystem to process post-Baker ECS data. You implement a filtered ISystem using WorldSystemFilterFlags.BakingSystem to compute final baked results safely after Bakers complete.

Why does my ECS Baker fail when trying to access the EntityManager for structural changes?

Bakers have restricted EntityManager access and cannot perform cross-entity structural changes. You need a BakingSystem to run after Bakers, using ToEntityArray(Allocator.Temp) to stage entities before safely applying structural mutations.

How to set up incremental rebake filtering for a Unity ECS BakingSystem?

Set up incremental rebake by calling SetChangedVersionFilter on your query and using RequireForUpdate. This gates the BakingSystem to avoid unnecessary reruns and keeps editor live-baking fast.

Can I use blob asset construction and render mesh setup inside a Unity ECS Baker?

Complex blob asset construction and render mesh setup belong in a BakingSystem. It provides the post-Baker pattern needed to finalize these compound baked outputs using full ECS APIs unavailable inside a single Baker.

What is the safe way to apply structural changes during a BakingSystem query iteration?

Avoid unsafe archetype mutation during query iteration by staging entities first. Call ToEntityArray(Allocator.Temp) to copy entities, then perform your EntityManager structural changes safely outside the iteration loop.

When do I need a BakingSystem instead of a standard Baker in Unity DOTS?

You need a BakingSystem when baked data depends on multiple Bakers’ outputs or requires full EntityManager access. It orchestrates post-Baker processing to compute aggregated, cross-entity baked results in the baking world.