By default, Unity spawns particles on meshes relative to vertices, which means, for example, that they are spawned at a higher density on faces and at a lower density on the body. Uniform Baker script ensures that the particles to be generated on the mesh are
evenly distributed. It was made by Paul Demeulenaere from Unity. You can find more information about it in the Unity Discussions:
https://discussions.unity.com/t/uniform-distribution-with-skinned-mesh-sampling/859989For this to work, uniform distribution must be baked (calculated and stored) in the script. This is automatically done by the Special Effects Integrate tool if the template contains Uniform Baker script. By default, all Standard prefabs with mesh sampling have it.
The baking process is not suitable for runtime use. Another limitation is that when a Game Object is disabled, its stored data is released, which means that when it is re-enabled, the data would need to be baked again. If this becomes a problem, you can disable UseUniformBaker property on the Visual Effect component of the prefab and remove Uniform Baker script from the Game Object.