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.
npx skills add dyCuong03/unity-agent-team --skill world-system-filtergit clone --depth 1 https://github.com/dyCuong03/unity-agent-teamWrote 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.
[](https://agentmods.dev/skills/dycuong03/unity-agent-team/world-system-filter)<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.
<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>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.
| Model | Per session | Once 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 |
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.
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.
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.
- 11d ago First seen · 61 lines · 42 tokens per session scan A 1d52b73022b8
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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unity-version-split
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