Range
Returns a random float within [minInclusive..maxInclusive] (range is inclusive).
Read time 2 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
Range(float, float)
Returns a random within (range is inclusive).
float[minInclusive..maxInclusive]public static float Range(float minInclusive, float maxInclusive)
Parameters
Returns
Type | Description |
|---|---|
| float |
Remarks
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 overload of this function that operates slightly differently, especially regarding the range maximum. See its docs below.
intSee Random for details on the algorithm, and for examples of how may be different from other random number generators.
UnityEngine.RandomExamples
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); } }}
Range(int, int)
Return a random within (Read Only).
int[minInclusive..maxExclusive)public static int Range(int minInclusive, int maxExclusive)
Parameters
Returns
Type | Description |
|---|---|
| int |
Remarks
The maximum parameter is exclusive, so for example returns a value between 0 and 9, each with approximately equal probability.
Random.Range(0, 10)If and are equal, the method returns .
minInclusivemaxExclusiveminInclusiveIf is greater than , the input parameters are swapped but retain their inclusivity or exclusivity based on their original positions, which means the method becomes after swapping.
minInclusivemaxExclusiveRandom.Range(minExclusive, maxInclusive)For example, calling is not equivalent to . returns a value between 1 and 10 because 10 becomes an inclusive maximum and 0 becomes an exclusive minimum.
Random.Range(10, 0)Random.Range(0, 10)Random.Range(10, 0)There is a overload of this function that operates slightly differently, especially regarding the range maximum, refer to its docs above.
floatRefer to Random for details on the algorithm, and for examples of how may differ from other random number generators.
UnityEngine.RandomExamples
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; } }}