AOT Condition Baking
GES 2.0 removes runtime expression compilation from typed event actions and condition evaluation. Before an IL2CPP/AOT build, open:
Tools > TinyGiants > GES > Game Event System
In Tools & Utilities, click Open beside Bake AOT Conditions.
The baker scans condition containers in scenes, Prefabs, ScriptableObjects, manager bindings, and FlowGraph nodes. It assigns deterministic identities and generates the player registry at Assets/TinyGiants/GameEventSystem/Runtime/Generated/GesConditionBakeRegistry.g.cs.
The build preprocessor validates the current serialized trees against that registry. A missing or stale entry stops the build and reports the exact asset/property to rebake, so a configured comparison cannot silently change behavior on IL2CPP.
Rebake after editing a condition tree, moving condition-bearing content, or resolving a merge conflict in the generated file. Custom members reached through Scene Object or Event Argument paths may also require Unity's normal [Preserve] or link.xml rules when aggressive managed stripping is enabled.