I’m under the impression that BakingOnlyEntityAuthoring is, despite the name, to prevent gameobjects from being baked.
- If this isn’t true, then how can I 100% ignore a gameobject from baking systems in a subscene?
Even though my gameobject has BakingOnlyEntityAuthoring, it is still definitely being included in baking systems, although it is correctly not part of the final subscene. I can verify this by warning spam (Shader [Universal Render Pipeline/Lit] on [light] does not support skinning).
My use case is that I have editor-only gameobjects as children of gameobjects I do want to bake, to allow viewing placeholder visuals while placing them (the real visuals are created at runtime, as they have non-bakable components). Of course, I could use gizmos, but this setup is far more controllable and customizable, and before converting the game to ECS, Just Worked™.
The old StopConvert (I forget the exact name) was perfect in this sense.