multi-entity-baker
CommunityBake one authoring GO into many runtime entities
System Documentation
What problem does it solve?
This Skill solves the challenge of converting a single authoring GameObject into multiple ECS runtime entities while keeping baking-only staging entities out of the runtime world.
Core Features & Use Cases
- Create additional runtime entities: Uses
CreateAdditionalEntityinside a Baker to generate N entities derived from one authoring GameObject (e.g., a grid of tiles). - Store and expose entity mappings: Uses
IBufferElementDatawithAddBuffer<T>to pass the created additional entities to downstream baking systems via a[BakingType]buffer. - Keep staging entities out of runtime: Marks container/staging entities with
BakingOnlyEntityso they do not appear in the runtime world.
Example use case: Turn a 10×10 procedural tile authoring object into 100 separate tile entities at bake time, each with its own LocalTransform and TileData.
Quick Start
Ask the AI to generate a multi-entity Baker that creates one additional entity per grid cell and uses BakingOnlyEntity to prevent the main container entity from appearing at runtime.
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: multi-entity-baker Download link: https://github.com/dyCuong03/unity-agent-team/archive/main.zip#multi-entity-baker Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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