#Baker and Baking System limitation feedback

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unreal lance
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From my understanding, Baker and Baking System have the following limitation:

  1. The scope of baked prefab entity using GetEntity at baker authoring is within Subscene A and the baked prefab entity at Subscene B are work independently meaning that run BakingSystem to change prefab entity at Subscene A will not sync to Subscene B
  2. There's no such GetTemporaryEntity at baker authoring that it's use for Baking System and will be auto dispose after Baking System finish its work. The goal for this is to update all the relevant prefab entity component data across multiple subscenes assuming 1) is working

So I wish official can improve this 2 limitations of Baker and Baking System. Currently what I to achieve is I want to bake a entity with component and blob asset and also GetTemporaryEntity at baker authoring to get prefab entity to run BakingSystem to update some data that will update to the same data across all the different subscene for the same prefab entity that update the same prefab entity at Subcene A will also sync to the same prefab entity at Subscene B and finally all the prefab entities will be disposed since their lifetime is only during baking. Currently due to the limitations, I need to purposely create another TempAuthoringBaker to workaround the limitation which is super annoying. I would like to achieve the same goal using only one AuthoringBaker.

severe horizon
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I'll ask the bakers. 🧑‍🍳

severe horizon
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Their response:

Thank you for the suggestion! This is probably too big a change for us to consider for the DOTS 1.x release series, but we'd definitely like to have fewer limitations around baking subscenes in the future. We'll keep this request in mind for future design cycles.

unreal lance
# severe horizon Their response: > Thank you for the suggestion! This is probably too big a chang...

Alright. I have a few of other feedbacks that I guess should able to ship at DOTS 1.x release.

  1. Upgrade Baking System to ISystem to get not just to get maximum performance. Currently due to Baking System is managed system that need to World.GetExistingSystemManaged<BakingSystem>().BlobAssetStore to call TryAdd() which make it no longer possible for my Baking System to use ISystem anymore
  2. Make System windows able to show all Baking System before enter play mode so I can inspect all the baking systems at editor. Currently I have zero idea how many baking system created by official and me. Beyond that, make it able to disable baking system that now become config that can save to disk persistently
  3. On top of 2) beyond baking system, make it able to show all the client and server systems if dots netcode package available or show all default systems if only entities package available at editor before enter play mode that at System Window not only u can check it but also able to disable the system that's not using that now it become config saves into disk persistently
  4. Beyond baking system to make it even further, it's really nice to be able to show client and server world entities at Entities Hierarchy windows before enter play mode.