Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add dyCuong03/unity-agent-team --skill wave4-unity-mathematics-random-per-entitygit clone --depth 1 https://github.com/dyCuong03/unity-agent-teamWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/dycuong03/unity-agent-team/wave4-unity-mathematics-random-per-entity)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave4-unity-mathematics-random-per-entity"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave4-unity-mathematics-random-per-entity/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave4-unity-mathematics-random-per-entity"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave4-unity-mathematics-random-per-entity.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00039 | $0.00728 |
| Opus 5.5 | $0.00016 | $0.00291 |
| Sonnet 5.5 | $0.00008 | $0.00146 |
| Haiku 4.5 | $0.00004 | $0.00073 |
Grade A, and why
wave4-unity-mathematics-random-per-entity scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 69 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity.Mathematics.Random — Per-Entity Parallel RNG
Intent
Generate statistically independent, deterministic random streams per entity in parallel jobs using Unity.Mathematics.Random.CreateFromIndex().
Use When
- Per-entity randomness needed in parallel IJobEntity or IJobChunk.
- Reproducibility is important (deterministic seeds per entity index).
- Burst-safe RNG with no shared state between workers is required.
Avoid When
- Single non-deterministic random value needed on the main thread —
new System.Random()is sufficient. - Cross-frame persistent RNG state needed — store
Randomas anIComponentDatacomponent and passref Random rngtoExecute.
Senior Pattern
[BurstCompile]
public partial struct SpawnVariationJob : IJobEntity
{
public uint FrameSeed;
[BurstCompile]
public void Execute([EntityIndexInQuery] int entityIndex, ref SpawnVariation variation)
{
var rng = Unity.Mathematics.Random.CreateFromIndex((uint)entityIndex + FrameSeed);
variation.Offset = rng.NextFloat3(new float3(-1f), new float3(1f));
variation.Scale = rng.NextFloat(0.8f, 1.2f);
}
}
// Persistent per-entity RNG (AI behaviors, procedural animation):
public struct AgentRng : IComponentData
{
public Random Rng;
}
// Pass as: ref Random rng in Execute — state preserved across frames
Anti-Patterns
- Using
new Unity.Mathematics.Random((uint)index)instead ofCreateFromIndex— sequential seeds produce visually correlated outputs;CreateFromIndexhashes the index first. - Sharing a single
Randominstance as a job field across parallel workers — race condition; each worker advances the state unpredictably. - Storing RNG as a static field — Burst-unsafe, shared state across calls.
new Random(0)throws — seed 0 is invalid;CreateFromIndex(0)is safe.
Runtime Risks
- Re-using the same
(entityIndex + frameSeed)combination across consecutive frames produces identical streams — varyFrameSeedif true frame-to-frame variation is needed.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 69 lines · 39 tokens per session scan A 19edef102541
wave4-unity-mathematics-random-per-entity is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 39 tokens to every session and 728 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-02.
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