RNGNeeds Unity

v0.1.1

Teach agents how to design, implement, explain, and debug gameplay randomness with the RNGNeeds Unity plugin. Use when a request involves RNGNeeds types or c...

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OpenClaw Prompt Flow

Install with OpenClaw

Best for remote or guided setup. Copy the exact prompt, then paste it into OpenClaw for starphaselab/rngneeds-unity.

Previewing Install & Setup.
Prompt PreviewInstall & Setup
Install the skill "RNGNeeds Unity" (starphaselab/rngneeds-unity) from ClawHub.
Skill page: https://clawhub.ai/starphaselab/rngneeds-unity
Keep the work scoped to this skill only.
After install, inspect the skill metadata and help me finish setup.
Use only the metadata you can verify from ClawHub; do not invent missing requirements.
Ask before making any broader environment changes.

Command Line

CLI Commands

Use the direct CLI path if you want to install manually and keep every step visible.

OpenClaw CLI

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openclaw skills install rngneeds-unity

ClawHub CLI

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npx clawhub@latest install rngneeds-unity
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Purpose & Capability
Name and description align with the included reference docs and the SKILL.md routing: all files are RNGNeeds-focused and there are no unrelated requirements (no env vars, binaries, or external services).
Instruction Scope
Runtime instructions are confined to reading the included reference files and answering about RNGNeeds patterns, API, and examples. The SKILL.md does not direct the agent to read unrelated system files, access environment variables, or transmit data externally.
Install Mechanism
No install spec or code files — instruction-only skill. Nothing is downloaded or written to disk by the skill itself.
Credentials
The skill declares no required environment variables, credentials, or config paths. All behavior is driven by bundled reference documents.
Persistence & Privilege
always is false and model invocation is allowed (normal default). The skill does not request permanent presence or system-wide configuration changes.
Assessment
This skill appears internally coherent and low-risk: it only contains documentation and prompt-routing for the RNGNeeds Unity plugin and does not request credentials or install code. Before relying on generated code, still review and test any C# snippets in your project (the skill may suggest APIs or patterns that need adaptation). If you want extra assurance, inspect the included reference files yourself (they are bundled) and confirm the suggested APIs match the RNGNeeds version you use. Note: the skill can be invoked autonomously by agents by default (platform standard), so restrict agent permissions or review agent workflows if you do not want automatic use.

Like a lobster shell, security has layers — review code before you run it.

latestvk974s1xbjxnd7kx4qgje9prcns85basx
159downloads
0stars
2versions
Updated 5d ago
v0.1.1
MIT-0

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, draw piles, discard piles, hands, graveyards, limited rewards, or finite stock: read references/decision-guide.md, 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.
  • Distinguish weighted selection from deck-order operations. If the user cares about top, bottom, hand, discard, cut, or shuffle order, prefer deck extensions over PickValue().
  • 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.
  • Note that deck extensions are order-centric and use simple seeded index/random operations, not the list's weighted selection methods.
  • 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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