| name | cross-world-ecs-access |
| description | Cross-world ECS access — global world from scene systems, propagation, bridge components, PersistentEntities. Use when scene systems need global-world state, implementing propagation, or using ISceneIsCurrentListener. |
| user-invocable | false |
Cross-World ECS Access
Sources
docs/architecture-overview.md — World architecture (global vs scene worlds)
docs/development-guide.md — ECS system design, component mutation rules
Injection Chain
The global world reaches scene systems through a plugin injection chain:
DynamicWorldContainer creates the global World and GlobalWorldFactory
StaticContainer instantiates IDCLWorldPlugin instances, passing the global world to plugin constructors
- Plugin stores
globalWorld as a field
- On scene creation,
InjectToWorld passes globalWorld to system constructors
Note: ECSWorldInstanceSharedDependencies provides scene-specific metadata (scene data, partition, CRDT writer) but does NOT carry the global world reference. The global world must be passed through the plugin constructor.
Two Access Patterns
Pattern A: Direct Global World Access
For O(1) reads/writes on known global entities. The scene system stores globalWorld and the target entity at construction, then calls Get/TryGet directly in queries. Best when the target entity is known at construction time (player input, camera state, settings).
Pattern B: CRDT Bridge
For indirect sync without direct world references. Uses IECSToCRDTWriter to serialize data back to the scene runtime. Best for scene-to-runtime communication and CRDT-synchronized data. See sdk-component-implementation skill for PutMessage/AppendMessage/DeleteMessage patterns.
PersistentEntities
Well-known entities created once per scene world, guaranteed alive for the world's lifetime. Received via InjectToWorld's in PersistentEntities persistentEntities parameter.
public struct PersistentEntities
{
public readonly Entity Player;
public readonly Entity Camera;
public readonly Entity SceneRoot;
public readonly Entity SceneContainer;
}
Bridge Components
PlayerCRDTEntity (global world)
Lives on global-world avatar entities. Holds references to the scene the player is assigned to and the corresponding scene-world entity.
public struct PlayerCRDTEntity : IDirtyMarker
{
public CRDTEntity CRDTEntity { get; }
public ISceneFacade? SceneFacade { get; private set; }
public Entity SceneWorldEntity { get; private set; }
public bool AssignedToScene => SceneFacade != null;
public void AssignToScene(ISceneFacade sceneFacade, Entity sceneWorldEntity) { ... }
public void RemoveFromScene() { ... }
}
PlayerSceneCRDTEntity (scene world)
Lives on scene-world entities that represent a player. Holds the CRDT entity ID for writing back to the scene runtime.
public struct PlayerSceneCRDTEntity : IDirtyMarker
{
public readonly CRDTEntity CRDTEntity;
}
Relationship: A global PlayerCRDTEntity points to a scene via SceneFacade + SceneWorldEntity. The scene entity has a PlayerSceneCRDTEntity pointing back via CRDTEntity. Propagation systems use this bidirectional link to sync data across worlds.
Propagation Systems
- Global-to-Scene (
PlayerTransformPropagationSystem): Runs in the global world, queries global entities, writes into scene worlds via playerCRDTEntity.SceneFacade.EcsExecutor.World.
- Scene-to-Global: Scene systems write to the global world directly using Pattern A. The system reads scene-world SDK components and writes the result to
globalWorld.Get<T>(playerEntity).
ISceneIsCurrentListener Safety Pattern
When a scene system modifies global state, it must only do so while the scene is current. Implement ISceneIsCurrentListener to:
- Guard every
Update() with sceneStateProvider.IsCurrent
- Re-apply state in
OnSceneIsCurrentChanged(true)
- Reset to defaults in
OnSceneIsCurrentChanged(false)
- Register via
sceneIsCurrentListeners.Add(system) in the plugin
ISceneIsCurrentListener.OnSceneIsCurrentChanged is called even if the scene has stopped with an error, ensuring global state is always cleaned up.
Safety Rules
See CLAUDE.md SS5 for full mutation rules.
- Use
ref var for mutations, never var alone — var copies the component; changes are lost
- No structural changes after obtaining
ref — World.Add/World.Remove invalidates outstanding ref/in/out pointers. Complete all reads/writes first, then apply structural changes
- Prefer
TryGet for safety on known entities — avoids exceptions when the component may not exist
- Guard global writes with
IsCurrent check — always check sceneStateProvider.IsCurrent in Update() and implement ISceneIsCurrentListener to reset on scene exit
ECSWorldInstanceSharedDependencies provides scene metadata, NOT global world — the global world must be injected through the plugin constructor
- Register for cleanup — systems that modify global state should implement
IFinalizeWorldSystem and be added to finalizeWorldSystems so global state is reset on world disposal
Detailed Reference
For detailed code examples, see reference.md.
Cross-References
- ecs-system-and-component-design —
ref var mutation rules (CLAUDE.md SS5), component cleanup lifecycle, system design patterns
- plugin-architecture —
InjectToWorld signature, ECSWorldInstanceSharedDependencies, plugin constructor injection chain
- sdk-component-implementation —
IECSToCRDTWriter for CRDT bridge pattern (PutMessage/AppendMessage/DeleteMessage)