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

  1. Identify the job: choose a pattern, write code, explain behavior, or debug a setup.
  2. Read only the reference files needed for that job.
  3. Ground the answer in actual RNGNeeds behavior and API names.
  4. Recommend the right mechanic first when the user describes a gameplay goal but not an implementation.
  5. 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, then references/common-patterns.md, then references/core-concepts.md as needed.
  • Write or refactor Unity/C# code: read references/api-surface.md and references/examples.md.
  • Answer tutorial, support, or docs-style questions: read references/guide-workflows.md first, then references/examples.md.
  • Explain weird probabilities or surprising results: read references/pitfalls.md and references/core-concepts.md.
  • Build dynamic odds from game state: read references/core-concepts.md, references/api-surface.md, and references/examples.md.
  • Model decks, limited rewards, or finite stock: read references/common-patterns.md, references/pitfalls.md, and references/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 MaintainPickCountIfDisabled is enabled.
  • Warn that repeat prevention changes behavior: Spread is fast but more biased, Repick is lower bias, Shuffle preserves 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 where default(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 KeepSeed or 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 model
  • references/decision-guide.md: choose the right feature for the job
  • references/common-patterns.md: common gameplay setups
  • references/guide-workflows.md: tutorial-style workflows distilled from the docs guides
  • references/api-surface.md: high-value classes, properties, and methods
  • references/pitfalls.md: gotchas and debugging heuristics
  • references/examples.md: compact Unity/C# examples
  • references/test-prompts.md: prompt pack for manual skill testing
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