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
CreateAdditionalEntity inside a Baker to generate N entities derived from one authoring GameObject (e.g., a grid of tiles).
- Store and expose entity mappings: Uses
IBufferElementData with AddBuffer<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
BakingOnlyEntity so 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.