world-system-filter

world-system-filter is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 42 tokens per session (634 once invoked), scanned A, original, MIT.

A Unity rule for limiting a system to selected worlds, such as the game, editor, client, or server world. A world is a separate runtime context in a multi-world game setup.

In plain words
What is it for?
Use it for editor previews, diagnostics, client/server games, and other systems that must run only in particular runtime contexts.
Why use it?
It prevents a system from running where it would be incorrect, such as running server-only logic in the editor or client.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for editor previews, diagnostics, client/server games, and other systems that must run only in particular runtime contexts.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/world-system-filter
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 world-system-filter
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for world-system-filter

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/world-system-filter/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/world-system-filter)
Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/world-system-filter"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/world-system-filter/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for world-system-filter

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/world-system-filter"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/world-system-filter.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 42 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 634 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 $0.00042 $0.00634
Opus 5.5 $0.00017 $0.00254
Sonnet 5.5 $0.00008 $0.00127
Haiku 4.5 $0.00004 $0.00063

Measured 11d ago against content hash 1d52b73022b8, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

world-system-filter 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/world-system-filter/SKILL.md · 61 lines

How it starts

The opening of the file, as written. The whole thing — 61 lines — stays where its author put it; the contents beside it link to each section on GitHub.

WorldSystemFilter

Intent

Scope a system to specific world types (game world, editor world, thin client, server) so it runs exactly where needed and is excluded from worlds where it would be incorrect or harmful.

Use When

Custom transform systems that must preview correctly in the subscene editor. Systems that are editor-only (tooling, diagnostics). Multi-world architectures (client/server, editor/runtime).

Avoid When

Single-world games with no editor-preview requirements and no multi-world architecture — the default behavior (Default world only) is correct.

Senior Pattern

  • [WorldSystemFilter(WorldSystemFilterFlags.Default)] — default world only (implicit, same as omitting the attribute).
  • [WorldSystemFilter(WorldSystemFilterFlags.Default | WorldSystemFilterFlags.Editor)] — game world and editor live-baking world.
  • [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] — server world only (Netcode for Entities).
  • Flags are OR-combined for multi-world membership.

Code Template

// Custom 2D transform — must work in editor subscene preview:
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.Default | WorldSystemFilterFlags.Editor)]
[UpdateInGroup(typeof(TransformSystemGroup))]
[UpdateAfter(typeof(ParentSystem))]
public partial struct Transform2DSystem : ISystem
{
    [BurstCompile]
    public void OnUpdate(ref SystemState state) { }
}

// Server-only simulation system:
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup))]
public partial struct AuthoritativeMovementSystem : ISystem { }

Anti-Patterns

  • Implementing a custom transform or rendering system without the Editor flag — system works in PlayMode but subscene editing preview is broken (entities appear in wrong position/orientation).
  • Adding WorldSystemFilter.Editor to a system that reads from external/network state — editor world has no network connection.
  • Omitting the attribute entirely when building a server-only system — system runs in the client world too, causing unintended computation.

Read the full file on GitHub · 61 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 · 61 lines · 42 tokens per session scan A 1d52b73022b8

Subscribe to this mod's changes

world-system-filter is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 42 tokens to every session and 634 once invoked, about $0.0002 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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