multi-entity-baker

Create multiple ECS runtime entities from one authoring GameObject using CreateAdditionalEntity.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

Frequently Asked Questions about multi-entity-baker

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

FAQPage Schema
How do I bake one authoring GameObject into multiple ECS runtime entities?

To bake one authoring GameObject into multiple ECS runtime entities, use the CreateAdditionalEntity method inside a Baker to generate N entities and initialize each with per-entity components like LocalTransform.

How do I keep baking staging entities out of the runtime world in Unity DOTS?

To keep baking staging entities out of the runtime world in Unity DOTS, tag your container or staging entities with the BakingOnlyEntity component during the baking process to exclude them from the final runtime world.

How do I pass additional baked entities to downstream baking systems?

To pass additional baked entities to downstream baking systems, use AddBuffer<T> with an IBufferElementData marked as a [BakingType] to store and expose the created additional entities for subsequent baking stages.

Can I generate a procedural grid of tile entities at bake time in Unity ECS?

Yes, you can generate a procedural grid of tile entities at bake time in Unity ECS by using a multi-entity Baker to create one additional entity per grid cell, each initialized with its own specific component data.

What is the best way to batch component adds when creating multiple entities in a Baker?

The best way to batch component adds when creating multiple entities in a Baker is to use ComponentTypeSet, which efficiently groups and applies multiple component types to newly created additional entities during the baking process.