π¦ ClawHub
RNGNeeds Unity
by @starphaselab
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...
TERMINAL
clawhub install rngneeds-unityπ About This Skill
name: rngneeds-unity description: Teach agents how to design, implement, explain, and debug gameplay randomness with the RNGNeeds Unity plugin. Use when a request involves RNGNeeds types or concepts such as ProbabilityList, ProbabilityItem, PLCollection, weighted picks, loot tables, gacha, spawn tables, dialogue weighting, AI choice weighting, repeat prevention, depletable lists, card deck extensions, deck order, draw pile, discard pile, hand, graveyard, shuffle plans, influence providers, pick history, seeding, or custom selection methods in Unity/C#.
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
references/decision-guide.md, then references/common-patterns.md, then references/core-concepts.md as needed.references/api-surface.md and references/examples.md.references/guide-workflows.md first, then references/examples.md.references/pitfalls.md and references/core-concepts.md.references/core-concepts.md, references/api-surface.md, and references/examples.md.references/decision-guide.md, references/common-patterns.md, references/pitfalls.md, and references/examples.md.Guardrails
PickValue().MaintainPickCountIfDisabled is enabled.Spread is fast but more biased, Repick is lower bias, Shuffle preserves distribution better but does not guarantee zero repeats between separate picks.PickValues() returns a shared internal list reference. Copy it if the caller must keep results after another pick.TryPickValue(...) when failure matters, especially for value types where default(T) can look like a real result.IProbabilityInfluenceProvider, it overrides an external provider assigned to that item.KeepSeed or a custom seed provider for deterministic behavior instead of ad hoc randomness hacks.Output expectations
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