entity-prefab-reference

Community

Load ECS prefabs on demand, not at startup.

AuthordyCuong03
Version1.0.0
Installs0

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 (RequestEntityPrefabLoadedPrefabLoadResult) 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 required

Components

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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