Version: 2023.2
LanguageEnglish
  • C#

Random.Range

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Declaration

public static float Range(float minInclusive, float maxInclusive);

Description

Returns a random float within [minInclusive..maxInclusive] (range is inclusive).

If minInclusive is greater than maxInclusive, then the numbers are automatically swapped.

Important: Both the lower and upper bounds are inclusive. Any given float value between them, including both minInclusive and maxInclusive, will appear on average approximately once every ten million random samples.

There is an int overload of this function that operates slightly differently, especially regarding the range maximum. See its docs below.

See Random for details on the algorithm, and for examples of how UnityEngine.Random may be different from other random number generators.

using UnityEngine;

public class ExampleClass : MonoBehaviour { public GameObject prefab;

// Click the "Instantiate!" button and a new `prefab` will be instantiated // somewhere within -10.0 and 10.0 (inclusive) on the x-z plane void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 50), "Instantiate!")) { var position = new Vector3(Random.Range(-10.0f, 10.0f), 0, Random.Range(-10.0f, 10.0f)); Instantiate(prefab, position, Quaternion.identity); } } }

Declaration

public static int Range(int minInclusive, int maxExclusive);

Description

Return a random int within [minInclusive..maxExclusive) (Read Only).

This method will behave in the following ways:

  • maxExclusive is exclusive, so for example Random.Range(0, 10) will return a value between 0 and 9, each with approximately equal probability.
  • If minInclusive and maxExclusive are equal, then the "exclusive rule" is ignored and minInclusive will be returned.
  • If minInclusive is greater than maxExclusive, then the numbers are automatically swapped.

There is a float overload of this function that operates slightly differently, especially regarding the range maximum. See its docs above.

See Random for details on the algorithm, and for examples of how UnityEngine.Random may be different from other random number generators.

using UnityEngine;

public class ExampleClass : MonoBehaviour { public GameObject prefab; public float zoffset = 10;

// Click the "Instantiate!" button and a new grid of `prefab` objects will be // instantiated with a random number of items in each direction. void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 50), "Instantiate!")) { // the grid will always be 1, 2, 3, 4, or 5 prefabs wide int xcount = Random.Range(1, 6); // the grid will always be 2, 3, or 4 prefabs long int ycount = Random.Range(2, 5);

for (int x = 0; x != xcount; ++x) { for (int y = 0; y != ycount; ++y) { var position = new Vector3(x * 2, zoffset, y * 2); Instantiate(prefab, position, Quaternion.identity); } }

zoffset += 2; } } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961