We have avoided using bakers in our projects and explictly setup our Entities & Components.
Looking at one example, creating a unit or enemy in our game, we manually setup add & configure each component from our ScriptableObject configurations. See a slice in the attached photo. I realize now this may be causing a ton of archetype churn on the main thread as these flows execute.
From some research, if we wanted to optimize these flows, I can see:
- We could explore baking, let's just ignore this one for now, not really interested in the baker flows.
- We could create and cache an EntityArchetype and use that with CreateEntity to add all the components at once.
- We could run the flow once to create a full Entity and cache it as a 'runtime prefab' to then use with CreateEntity to clone it for future spawns.
Struggling to find advice on this topic, any thoughts?