wave5-local-to-world-read-only-contract

wave5-local-to-world-read-only-contract is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 37 tokens per session (610 once invoked), scanned A, original, MIT.

A Unity Entities guide for reading an entity's computed world-space transform: its position, orientation, and scale in the scene. It says gameplay systems should read this value rather than write it.

In plain words
What is it for?
Use it to read world-space positions and directions, full transform matrices, and other spatial values after Unity's transform update has run.
Why use it?
It helps avoid stale or overwritten transform data when rendering, doing physics queries, or calculating positions in world space.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to read world-space positions and directions, full transform matrices, and other spatial values after Unity's transform update has run.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave5-local-to-world-read-only-contract
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add dyCuong03/unity-agent-team --skill wave5-local-to-world-read-only-contract
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

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README.md
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Per session 37 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 610 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00037 $0.00610
Opus 5.5 $0.00015 $0.00244
Sonnet 5.5 $0.00007 $0.00122
Haiku 4.5 $0.00004 $0.00061

Measured 11d ago against content hash ec0a68d6b70c, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

wave5-local-to-world-read-only-contract scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/skills/unity-dots/wave5-local-to-world-read-only-contract/SKILL.md · 63 lines

How it starts

The opening of the file, as written. The whole thing — 63 lines — stays where its author put it; the contents beside it link to each section on GitHub.

LocalToWorld Read-Only Contract

Intent

Read the computed world-space transform matrix from LocalToWorld for rendering, physics queries, and spatial calculations — never write it from gameplay systems.

Use When

  • World-space position/orientation of any entity (root or child) is needed
  • Physics queries require world-space origin/direction
  • Rendering or culling systems need the composed TRS matrix

Avoid When

  • Writing entity movement — write LocalTransform instead
  • Reading before TransformSystemGroup has run — value is stale from last frame

Senior Pattern

[BurstCompile]
public partial struct SpatialQueryJob : IJobEntity
{
    [BurstCompile]
    public void Execute(in LocalToWorld ltw, ref TargetingData targeting)
    {
        targeting.WorldPosition = ltw.Position;
        targeting.Forward = ltw.Forward;
    }
}

// Accessors:
// ltw.Position (float3), ltw.Forward, ltw.Right, ltw.Up, ltw.Value (float4x4)

Anti-Patterns

  • Writing LocalToWorld from a gameplay system — overwritten by TransformSystemGroup next frame.
  • Reading LocalToWorld the same frame as a parent reparent — one frame stale until TransformSystemGroup propagates.
  • Using LocalToWorld.Position for physics velocity input on child entities without understanding it is world-space.
  • Scheduling a system [UpdateBefore(TransformSystemGroup)] and reading LocalToWorld — value is last frame's.

Runtime Risks

  • Reading LocalToWorld before TransformSystemGroup runs returns last frame's value — schedule [UpdateAfter(typeof(TransformSystemGroup))] or accept last-frame latency explicitly.
  • If a custom system must write LocalToWorld, it must use [WriteGroup(typeof(LocalToWorld))] to avoid conflict with the standard transform system.

Performance Notes

  • Mark as in LocalToWorld in IJobEntity to generate RO type handle — allows parallel reads alongside other RO systems.
  • ltw.Value is float4x4 (64 bytes); fits in one or two cache lines.

Architecture Guidance

  • Rule: write motion via LocalTransform; read world-space via LocalToWorld.
  • Root entities: LocalToWorld == LocalTransform as a 4x4 matrix (same position).
  • Child entities: LocalToWorld is the fully composed parent chain — always correct world-space.
  • Custom systems overriding LocalToWorld must use [WriteGroup(typeof(LocalToWorld))].

Read the full file on GitHub · 63 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 11d ago First seen · 63 lines · 37 tokens per session scan A ec0a68d6b70c

Subscribe to this mod's changes

wave5-local-to-world-read-only-contract is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 37 tokens to every session and 610 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-02.

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