#How to not bake entities?

1 messages · Page 1 of 1 (latest)

spice geyser
#

I have editing tools with monobehaviours, e.g. for procedural content pre-generation, in my ECS Subscenes.

There are also reference objects from Mono-Land.
These throw errors even with BakingOnlyEntityAuthoring - they STILL get converted to Entities, but because they have components like TextMeshes, that fails.

It would be best if none of these were converted at all, but neither the "Convert" checkbox exists anymore, nore is there the "EntitiyConversionStop" behaviour. What's the right way in Entities 1.0 to not bake an object?

simple kindle
#

or put them inside subscene

spice geyser
#

I don't use GetEntity on them.

#

They must be in the SceneAsset that is used as a SubScene somewhere else. Otherwise that's a lot of overhead while iterating.

spice geyser
#

Huh?

#

No, that's the thing that's not working.

simple kindle
#

you have those game object somewhere in a subscene

spice geyser
#

Yes I do. And I want to ignore them.

simple kindle
#

not possible

#

just remove them

spice geyser
#

But they're tools.

simple kindle
#

store them as reference then

spice geyser
#

They're the tools that create the other gameobjects (those that will be baked)

#

It's possible to write a standalone tool for it, sure, but that's a lot of extra work - I just want to ignore a gameobject during entity conversion.

That was totally possible before.

simple kindle
#

yeah, new baking is more restrict

#

no way to ignore baking of entity

#

everything inside will get converted

spice geyser
#

Subscene gameobjects are super glitchy, so I always work in the actual scenes.

#

And never have them open unless I have to when they are a subscene.

#

I found this, will try it.

#

I think the problem may be just that.

simple kindle
#

That doesn't change anything

spice geyser
#

Not sure.

simple kindle
#

it will get converted still

#

but then removed

spice geyser
#

If the root gets converted that's fine.

simple kindle
#

so if you have 3d tmp - you'll get warnings

spice geyser
#

The children would be annoying.

#

Wow that's shitty.

simple kindle
#

but I already reported that bug

spice geyser
#

Thanks for the explanation.

#

Why would they do that.

#

Wow.

#

I'm at a loss.

simple kindle
#

baking is not meant for procedural generation

spice geyser
#

The tooling that creates the stuff to bake.

#

That's the procgen.

#

It's AoT procgen.

simple kindle
#

then you probably don't need that in a scene

spice geyser
#

Like, "build me 100 moons from this database of models and orbits."

#

Yes, I'd need ANOTHER scene. But cross-scene editing is actually super buggy with subscenes.

simple kindle
#

yeah, I know. I used that workflow too. But I didn't had a need to specifically not bake them or even have any TMP on them

spice geyser
#

Like, a tool NOT inside the actual Unity subscene can basicall not interact with it, even when it's loaded.

#

They should at least ignore Disabled objects.

#

Wow. this is so crude. 😄

#

well, still early preview, right?

simple kindle
spice geyser
#

Thanks for your help, at least I can stop wasting time searching, and start wasting time complaining.

simple kindle
#

or you can just rework the way you use your tooling to avoid need in such hacks...

spice geyser
#

Seriosuly though, if that's what subscenes are, I'd really rather have the whole stuff happen on the Prefab Stage instead. I never understood why they abuse the scene system for this.

spice geyser
#

I'll check if I can patch that in, actually.

#

Because that's BS, frankly.

#

I'd have to edit everything in context.

#

Like, open a fake environment scene, import the subscene there, then also import the subscene in the game scene.

#

(plus the tools, but of course I can make them into something more fancy)

simple kindle
#

Just make it so tools don't have tmp maybe? 😅

spice geyser
#

Sure.

simple kindle
#

BakingOnlyAuthoring should be enough for most editor tooling

spice geyser
#

Environment Reference has TMP though

#

not the tools.

#

Anyway, that will work I guess.

#

I wish I could just bake entity prefabs from prefabs without a subscene.

#

That would take care of 8 out of 10 subcenes I have.

#

Anyway, different topic.

#

I'll put the environment reference outside and not bake the tools.

#

That will work, kind of. Super clunky.

#

(correction: BAKE the tools, and have them STRIPPED.)

simple kindle
#

but considering it's only transform that gets baked in a tooling

spice geyser
#

(I wonder whether nobody at Unity ever puts the workflows they came up with in the past 5 years into a sentence on a piece of paper and shakes their head)

simple kindle
#

it gets stripped without even baking only tag

spice geyser
#

Wat?

#

Why? What if I want a transform?