baker-authoring-conversion

baker-authoring-conversion is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 31 tokens per session (692 once invoked), scanned A, original, MIT.

A Unity ECS pattern that converts designer-facing MonoBehaviour data into runtime ECS components while a scene or prefab is imported. ECS, Unity's data-oriented entity system, uses these components to hold runtime data.

In plain words
What is it for?
Use it to create Bakers for scene or prefab authoring scripts, copy their settings into ECS components, convert units during import, and set up entity references.
Why use it?
It keeps inspector settings out of runtime conversion work and turns scene and prefab authoring data into the unmanaged form ECS systems can process efficiently.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to create Bakers for scene or prefab authoring scripts, copy their settings into ECS components, convert units during import, and set up entity references.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/baker-authoring-conversion
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add dyCuong03/unity-agent-team --skill baker-authoring-conversion
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for baker-authoring-conversion

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/baker-authoring-conversion/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/baker-authoring-conversion)
Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/baker-authoring-conversion"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/baker-authoring-conversion/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for baker-authoring-conversion

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/baker-authoring-conversion"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/baker-authoring-conversion.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 31 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 692 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00031 $0.00692
Opus 5.5 $0.00012 $0.00277
Sonnet 5.5 $0.00006 $0.00138
Haiku 4.5 $0.00003 $0.00069

Measured 11d ago against content hash 860e53800015, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

baker-authoring-conversion scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/skills/unity-dots/baker-authoring-conversion/SKILL.md · 70 lines

How it starts

The opening of the file, as written. The whole thing — 70 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Baker and Authoring Conversion

Intent

Convert designer-facing MonoBehaviour authoring data into unmanaged ECS components at subscene import time, with zero runtime conversion overhead.

Use When

Any ECS entity that originates from a Unity scene or prefab. All runtime components with inspector-configurable parameters require a Baker.

Avoid When

Runtime-only entities created entirely by code (e.g., spawned from a prefab) — no Baker needed for the spawned instance, only for the prefab source entity.

Senior Pattern

  • Declare a public MonoBehaviour (XyzAuthoring) with inspector-visible fields.
  • Nest a private class Baker : Baker<XyzAuthoring> inside it.
  • In Bake(): call GetEntity(TransformUsageFlags.X) to obtain the entity, then AddComponent(entity, new XyzComponent { ... }).
  • Convert editor units to runtime units at bake time (e.g., degrees → radians).
  • For prefab entity references: GetEntity(authoring.PrefabField, TransformUsageFlags.Dynamic).
  • Use TransformUsageFlags.Dynamic for moving entities, TransformUsageFlags.None for static/data-only entities.

Code Template

public class EnemyAuthoring : MonoBehaviour
{
    public float MoveSpeedDegreesPerSecond = 90f;
    public GameObject ProjectilePrefab;

    class Baker : Baker<EnemyAuthoring>
    {
        public override void Bake(EnemyAuthoring authoring)
        {
            var entity = GetEntity(TransformUsageFlags.Dynamic);
            AddComponent(entity, new EnemyMoveSpeed
            {
                RadiansPerSecond = math.radians(authoring.MoveSpeedDegreesPerSecond)
            });
            AddComponent(entity, new EnemyProjectileRef
            {
                Prefab = GetEntity(authoring.ProjectilePrefab, TransformUsageFlags.Dynamic)
            });
        }
    }
}

Anti-Patterns

  • Doing unit conversion at runtime in OnUpdate instead of at bake time — wasted per-frame cost.
  • Forgetting TransformUsageFlags.Dynamic on an entity that moves — missing LocalTransform at runtime, silent wrong behavior.
  • Not calling GetEntity for a referenced prefab GameObject — the prefab won't be baked into an entity prefab reference.
  • Storing state on the Baker instance — Baker is stateless per-bake, state is discarded after each call.
  • Calling Resources.Load or doing file I/O inside Bake — baking must be deterministic and dependency-tracked.

Read the full file on GitHub · 70 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 11d ago First seen · 70 lines · 31 tokens per session scan A 860e53800015

Subscribe to this mod's changes

baker-authoring-conversion is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 31 tokens to every session and 692 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-02.

Related

Other skills, from other repositories

playtest-report

Structured playtest report template, or turn existing playtest notes into structured feedback.

Donchitos/Claude-Code-Game-Studios · 20 tokens

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

unity-version-split

Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).

IvanMurzak/Unity-MCP · 59 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

motion

Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.

OpenDCAI/GameFactory-3A · 0 tokens