wave7-unity-object-ref-blittable-asset
CommunityCarry Unity assets safely through ECS jobs.
System Documentation
What problem does it solve?
It solves the problem of storing and transporting UnityEngine asset references (like Texture2D, AudioClip, Mesh, Sprite) inside ECS component data in a way that remains blittable and job-friendly, avoiding non-blittable managed objects in hot ECS paths.
Core Features & Use Cases
- Blittable asset identity in IComponentData: Store instance-ID-based identity via
UnityObjectRef<T>so it can live in ECS chunks and be safely copied into job structs. - Main-thread dereference at point of use: Access
UnityObjectRef.Valueonly on the main thread when assigning to render/audio/presentation objects. - Baker dependency tracking: Use
DependsOn(asset)in Bakers to ensure incremental baking correctly updates references when source assets change.
Use case example: You need a per-entity sprite override in DOTS where a Burst job must categorize entities by which sprite asset they reference, and then the actual renderer assignment happens on the main thread.
Quick Start
Ask an AI assistant to generate a UnityObjectRef<Sprite>-based IComponentData component, a corresponding Baker that calls DependsOn(authoring.Sprite), and a job-safe system that compares sprite references by identity while a separate main-thread system applies the dereferenced sprite.
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: wave7-unity-object-ref-blittable-asset Download link: https://github.com/dyCuong03/unity-agent-team/archive/main.zip#wave7-unity-object-ref-blittable-asset Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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