wave4-unity-mathematics-random-per-entity

wave4-unity-mathematics-random-per-entity is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 39 tokens per session (728 once invoked), scanned A, original, MIT.

A method for giving each Unity ECS entity its own deterministic random-number stream when entities are processed in parallel. Deterministic means the same inputs produce repeatable results.

In plain words
What is it for?
Use it for per-entity variation, procedural spawning, or other parallel jobs that need random values without cross-thread conflicts.
Why use it?
It avoids shared random state between worker threads while keeping parallel results reproducible.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for per-entity variation, procedural spawning, or other parallel jobs that need random values without cross-thread conflicts.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave4-unity-mathematics-random-per-entity
Install

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.

Any agent
npx skills add dyCuong03/unity-agent-team --skill wave4-unity-mathematics-random-per-entity
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave4-unity-mathematics-random-per-entity/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/wave4-unity-mathematics-random-per-entity)
Your own site
<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.

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Your own site · 80×15
<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>
Per session 39 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 728 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 11d ago against content hash 19edef102541, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

.claude/skills/unity-dots/wave4-unity-mathematics-random-per-entity/SKILL.md · 69 lines

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 Random as an IComponentData component and pass ref Random rng to Execute.

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 of CreateFromIndex — sequential seeds produce visually correlated outputs; CreateFromIndex hashes the index first.
  • Sharing a single Random instance 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 — vary FrameSeed if true frame-to-frame variation is needed.

Read the full file on GitHub · 69 lines

Changes

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.

  1. 11d ago First seen · 69 lines · 39 tokens per session scan A 19edef102541

Subscribe to this mod's changes

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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