baking-world-query-options

Configure Unity DOTS baking queries to include disabled and prefab entities.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It prevents baking-system queries from skipping important entity categories, such as entities originating from disabled GameObjects, prefab roots, or transient baking-only entities.

Core Features & Use Cases

  • Include disabled and prefab-root entities: Ensures entity queries cover everything produced during baking, including entities that won’t exist at runtime in the same way.
  • Filter to fully baked entities: Uses a baked-pass filter to avoid processing transient baking artifacts that can waste work or cause incorrect results.
  • Safe separation for baking vs runtime: Guides you to apply baking-specific query options only inside baking systems where their semantics match intent.

Quick Start

Use the baking-system query pattern that combines IncludeDisabledEntities and IncludePrefab, then add WithAll<BakedEntity>() so your query processes every relevant baked entity while excluding transient baking-only entities.

Frequently Asked Questions about baking-world-query-options

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

FAQPage Schema
Why does my Unity DOTS baking system query skip disabled and prefab entities?

Unity DOTS baking system queries skip disabled and prefab entities by default. You must combine EntityQueryOptions.IncludeDisabledEntities and EntityQueryOptions.IncludePrefab to ensure your query covers all entities produced during baking.

How do I filter out transient baking-only entities in a Unity DOTS baking system?

Transient baking artifacts are excluded by adding a .WithAll<BakedEntity>() filter to your baking system query. This ensures your Unity DOTS baking system only processes entities that completed a full baking pass, avoiding wasted work.

What is the correct entity query pattern for a Unity DOTS baking system?

The correct Unity DOTS baking query pattern combines EntityQueryOptions.IncludeDisabledEntities, EntityQueryOptions.IncludePrefab, and a .WithAll<BakedEntity>() filter. This configuration processes every relevant baked entity while excluding transient baking-only data.

When should I use IncludeDisabledEntities and IncludePrefab in Unity DOTS?

These baking-specific query options should only be applied inside systems flagged with WorldSystemFilterFlags.BakingSystem. Applying them within baking systems ensures the query semantics match the intent of separating staged baking data from finalized baked entities.

How do I distinguish finalized baked entities from transient baking data in Unity?

You distinguish finalized baked entities from transient baking data by configuring baking-system queries with a .WithAll<BakedEntity>() filter. This restricts query results to entities that completed a full baking pass, safely separating baking artifacts from runtime entities.

What are the limitations of default entity queries in Unity DOTS baking systems?

Configuring baking-system entity queries to include disabled and prefab-root entities while filtering with WithAll<BakedEntity>() handles edge cases like disabled GameObjects. This prevents baking-system queries from skipping important entity categories produced during baking.