entity-prefab-reference
CommunityLoad ECS prefabs on demand, not at startup.
System Documentation
What problem does it solve?
This Skill helps you avoid paying the memory and load-time cost of entity scene prefabs at world initialization by deferring prefab scene loading until you explicitly request it.
Core Features & Use Cases
- Lazy prefab handle: Stores a deferred reference (
EntityPrefabReference) instead of eagerly loading prefab roots during conversion. - One-shot async load flow: Uses a request/response pattern (
RequestEntityPrefabLoaded→PrefabLoadResult) so loading happens exactly once. - Safe spawn after completion: Spawns instantiated entities only after the loaded result is present, preventing premature access and runtime exceptions.
Use cases: enemy waves, VFX spawning, dynamically created gameplay content, and shared prefabs across multiple scenes/worlds where you want to minimize startup costs.
Quick Start
Ask your AI to implement EnemySpawnConfig with an EntityPrefabReference, add a one-shot request system that adds RequestEntityPrefabLoaded once, and a spawn system that waits for PrefabLoadResult before calling Instantiate using PrefabRoot.
Dependency Matrix
Required Modules
None requiredComponents
Standard package💻 Claude Code Installation
Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.
Please help me install this Skill: Name: entity-prefab-reference Download link: https://github.com/dyCuong03/unity-agent-team/archive/main.zip#entity-prefab-reference Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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