Metal Sandbox: Isolated Execution and Command Scheduling for GPU Coding Agents on Apple Silicon A developer built Metal Sandbox, a system that isolates file workspaces and schedules command execution for GPU coding agents across a pool of Apple Silicon nodes, migrating eligible commands to idle machines when local capacity is saturated. The accompanying paper (arXiv 2611.17294v1) reports 1.68× to 2.05× command throughput gains on four Mac mini M4 nodes under concentrated demand and a 22.3% reduction in batch elapsed time when dynamic scheduling replaces static assignment. Replaying recorded agent sessions at four sessions per node yielded an estimated 2.14× sustained throughput. Agents that generate GPU kernels need to compile, test, and iterate on Metal code without monopolizing the host GPU or crashing when concurrent sessions compete for command queues. Metal Sandbox addresses this by isolating file workspaces, scheduling command execution across a pool of Apple Silicon nodes, and migrating eligible commands to idle machines when local capacity is saturated. The paper arXiv 2611.17294v1 reports 1.68× to 2.05× command throughput gains on four Mac mini M4 nodes under concentrated demand, and 22.3% reductions in batch elapsed time when dynamic scheduling replaces static assignment. A typical GPU coding agent alternates between three phases: xcrun metal or similar toolchain commands. Each phase touches the GPU differently. Inference saturates compute units. Compilation spawns CPU-bound toolchain processes but may trigger shader validation on the GPU. Execution submits command buffers that block until the GPU finishes. When multiple agents share one Mac, naive scheduling leads to: .metallib files or test harnesses. Metal Sandbox provides three layers: Each agent session gets a private directory tree: /sandbox/agent-