multi-entity-baker

multi-entity-baker is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 38 tokens per session (854 once invoked), scanned A, original, MIT.

A Unity ECS Baker pattern that creates several runtime entities from one authoring GameObject. It can also mark temporary entities so they are used during baking but omitted from the runtime world.

In plain words
What is it for?
Use it for bake-time conversion of procedural tiles, image data, meshes, particles, or grids when the number of entities is known before the game runs.
Why use it?
It represents authoring concepts that expand into a known number of entities without requiring runtime spawning for work that can be completed during import.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for bake-time conversion of procedural tiles, image data, meshes, particles, or grids when the number of entities is known before the game runs.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/multi-entity-baker
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 multi-entity-baker
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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Your own site
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Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/multi-entity-baker"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/multi-entity-baker.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 38 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 854 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 $0.00038 $0.00854
Opus 5.5 $0.00015 $0.00342
Sonnet 5.5 $0.00008 $0.00171
Haiku 4.5 $0.00004 $0.00085

Measured 11d ago against content hash 34c02a45154c, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

multi-entity-baker 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/multi-entity-baker/SKILL.md · 85 lines

How it starts

The opening of the file, as written. The whole thing — 85 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Multi-Entity Baker

Intent

Create multiple runtime entities from a single authoring GameObject using CreateAdditionalEntity, with BakingOnlyEntity marking staging entities that should not appear in the runtime world.

Use When

One authoring GO conceptually represents N runtime entities (procedural tiles, image-to-entity conversion, mesh-to-particle conversion, grid spawning). The N is known at bake time from authoring data.

Avoid When

The count is not known at bake time (runtime-spawned entities) — use EntityCommandBuffer at runtime instead. Avoid when the additional entities are purely internal staging entities that a baking system will process — use [BakingType] buffer + baking system instead.

Senior Pattern

  • Call CreateAdditionalEntity(TransformUsageFlags.X) inside the Baker to create each additional entity.
  • Use AddBuffer<T>(mainEntity) to pass the list of additional entities to a baking system via a [BakingType] buffer.
  • Use AddComponent(entity, new ComponentTypeSet(...)) to batch-add all components in one structural change.
  • Call AddComponent<BakingOnlyEntity>(stagingEntity) on any entity that exists only to carry data to a baking system and should not appear in the runtime world.
  • SetComponent after AddComponent to initialise transform and data.

Code Template

[BakingType]
public struct TileEntityRef : IBufferElementData
{
    public Entity Value;
}

class Baker : Baker<TileGridAuthoring>
{
    public override void Bake(TileGridAuthoring authoring)
    {
        var mainEntity = GetEntity(TransformUsageFlags.None);

        // main entity is only a staging container
        AddComponent<BakingOnlyEntity>(mainEntity);

        var tileRefs = AddBuffer<TileEntityRef>(mainEntity);

        for (int y = 0; y < authoring.Height; y++)
        for (int x = 0; x < authoring.Width; x++)
        {
            var tile = CreateAdditionalEntity(TransformUsageFlags.ManualOverride);

            // Single structural change for all components
            AddComponent(tile, new ComponentTypeSet(
                ComponentType.ReadWrite<LocalTransform>(),
                ComponentType.ReadWrite<LocalToWorld>(),
                ComponentType.ReadWrite<TileData>()
            ));
            SetComponent(tile, LocalTransform.FromPosition(
                new float3(x * authoring.TileSize, 0, y * authoring.TileSize)));
            SetComponent(tile, new TileData { GridX = x, GridY = y });

            tileRefs.Add(new TileEntityRef { Value = tile });
        }
    }
}

Read the full file on GitHub · 85 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 · 85 lines · 38 tokens per session scan A 34c02a45154c

Subscribe to this mod's changes

multi-entity-baker is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 38 tokens to every session and 854 once invoked, about $0.0002 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.

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