AOT Condition Baking
Player builds use the baked registry to evaluate Receiver conditions, manager bindings, and FlowGraph nodes. After editing a condition, save the scene, prefab, or asset and open the system window.
Tools > TinyGiants > GES > Game Event System
In Tools & Utilities, click Open beside Bake AOT Conditions. The baker scans project scenes, prefabs, and ScriptableObjects and assigns stable IDs to the condition trees it finds.
GES writes GesConditionBakeRegistry.g.cs and link.xml under Assets/TinyGiants/GameEventSystem/Runtime/Generated/. The registry maps condition IDs to evaluators, while the linker file preserves assemblies referenced through condition reflection.
The build checks the registry against the current serialized conditions. If it reports a missing or stale entry, use the asset and property in the error to locate the condition, then run Bake AOT Conditions again before rebuilding.
Rebake after upgrading to GES 2.3.0, which detects changes to scene comparison values. Rebake after resolving a merge in the generated files or moving a condition to a different asset as well.
At higher managed stripping levels, check the custom fields, properties, and methods used by Scene Object and Event Argument paths. Use [Preserve] or a project-owned link.xml for members that need additional preservation.