baking-system

Process cross-entity baked results and apply structural updates in the baking world.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It solves the need for cross-entity aggregation and complex structural work after all Bakers run, when you must compute final baked data in the baking world using full ECS APIs.

Core Features & Use Cases

  • Post-Baker orchestration: Runs a dedicated BakingSystem after Bakers complete, enabling logic that cannot be expressed within a single Baker.
  • Cross-entity aggregation & structural changes: Safely reads multiple entities, performs EntityManager random access, and applies structural/compound updates without breaking iteration rules.
  • Blob asset and render setup support: Provides a pattern for blob asset construction and render mesh setup as part of final baked outputs.
  • Incremental rebake performance: Uses SetChangedVersionFilter and RequireForUpdate to avoid unnecessary reruns and keep editor live-baking fast.
  • Correct mutation timing: Uses ToEntityArray(Allocator.Temp) to safely stage entities before performing structural changes.

Quick Start

Tell your AI to generate a BakingSystem using WorldSystemFilterFlags.BakingSystem, SetChangedVersionFilter, and a ToEntityArray staging step before any EntityManager structural changes.

Frequently Asked Questions about baking-system

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

FAQPage Schema
How do I aggregate cross-entity baked data in Unity ECS after all Bakers run?▼

Cross-entity aggregation requires a BakingSystem to process post-Baker ECS data. You implement a filtered ISystem using WorldSystemFilterFlags.BakingSystem to compute final baked results safely after Bakers complete.

Why does my ECS Baker fail when trying to access the EntityManager for structural changes?▼

Bakers have restricted EntityManager access and cannot perform cross-entity structural changes. You need a BakingSystem to run after Bakers, using ToEntityArray(Allocator.Temp) to stage entities before safely applying structural mutations.

How to set up incremental rebake filtering for a Unity ECS BakingSystem?▼

Set up incremental rebake by calling SetChangedVersionFilter on your query and using RequireForUpdate. This gates the BakingSystem to avoid unnecessary reruns and keeps editor live-baking fast.

Can I use blob asset construction and render mesh setup inside a Unity ECS Baker?▼

Complex blob asset construction and render mesh setup belong in a BakingSystem. It provides the post-Baker pattern needed to finalize these compound baked outputs using full ECS APIs unavailable inside a single Baker.

What is the safe way to apply structural changes during a BakingSystem query iteration?▼

Avoid unsafe archetype mutation during query iteration by staging entities first. Call ToEntityArray(Allocator.Temp) to copy entities, then perform your EntityManager structural changes safely outside the iteration loop.

When do I need a BakingSystem instead of a standard Baker in Unity DOTS?▼

You need a BakingSystem when baked data depends on multiple Bakers’ outputs or requires full EntityManager access. It orchestrates post-Baker processing to compute aggregated, cross-entity baked results in the baking world.