rngneeds-unity
Installation
SKILL.md
rngneeds-unity
Use this skill for RNGNeeds-specific work. If the request is only about generic Unity randomness and does not involve RNGNeeds, handle it normally.
Work sequence
- Identify the job: choose a pattern, write code, explain behavior, or debug a setup.
- Read only the reference files needed for that job.
- Ground the answer in actual RNGNeeds behavior and API names.
- Recommend the right mechanic first when the user describes a gameplay goal but not an implementation.
- If a detail is missing, inspect the package source or docs instead of inventing methods.
Route by request
- Choose the right RNG pattern: read
references/decision-guide.md, thenreferences/common-patterns.md, thenreferences/core-concepts.mdas needed. - Write or refactor Unity/C# code: read
references/api-surface.mdandreferences/examples.md. - Answer tutorial, support, or docs-style questions: read
references/guide-workflows.mdfirst, thenreferences/examples.md. - Explain weird probabilities or surprising results: read
references/pitfalls.mdandreferences/core-concepts.md. - Build dynamic odds from game state: read
references/core-concepts.md,references/api-surface.md, andreferences/examples.md. - Model decks, limited rewards, or finite stock: read
references/common-patterns.md,references/pitfalls.md, andreferences/examples.md.
Guardrails
- Distinguish BaseProbability from the final Probability used during selection.
- Distinguish disabled items from removed items, and depletable items from infinite ones.
- Warn that disabled items still occupy probability space, and if selection lands on one that pick is ignored. Disabled or depleted states can reduce result count unless
MaintainPickCountIfDisabledis enabled. - Warn that repeat prevention changes behavior:
Spreadis fast but more biased,Repickis lower bias,Shufflepreserves distribution better but does not guarantee zero repeats between separate picks. - Warn that influenced lists recalculate before selection, and final displayed outcomes may normalize.
- Warn that
PickValues()returns a shared internal list reference. Copy it if the caller must keep results after another pick. - Prefer
TryPickValue(...)when failure matters, especially for value types wheredefault(T)can look like a real result. - Note that if an item's value implements
IProbabilityInfluenceProvider, it overrides an external provider assigned to that item. - Prefer
KeepSeedor a custom seed provider for deterministic behavior instead of ad hoc randomness hacks. - Reach for custom selection methods only when built-in behavior does not satisfy the requirement.
Output expectations
- Explain why a feature fits the gameplay goal, not only how to call it.
- Keep code examples short and focused on RNGNeeds.
- Use RNGNeeds terminology consistently so designers and programmers can discuss the same setup.
Reference map
references/core-concepts.md: terminology and mental modelreferences/decision-guide.md: choose the right feature for the jobreferences/common-patterns.md: common gameplay setupsreferences/guide-workflows.md: tutorial-style workflows distilled from the docs guidesreferences/api-surface.md: high-value classes, properties, and methodsreferences/pitfalls.md: gotchas and debugging heuristicsreferences/examples.md: compact Unity/C# examplesreferences/test-prompts.md: prompt pack for manual skill testing
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