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Unity Engine


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
float
within
[minInclusive..maxInclusive]
(range is inclusive).
public static float Range(float minInclusive, float maxInclusive)

Parameters

minInclusive


maxInclusive

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
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.

Examples

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
int
within
[minInclusive..maxExclusive)
(Read Only).
public static int Range(int minInclusive, int maxExclusive)

Parameters

minInclusive


maxExclusive

Returns

Type

Description

int

Remarks

The maximum parameter is exclusive, so for example
Random.Range(0, 10)
returns a value between 0 and 9, each with approximately equal probability.
If
minInclusive
and
maxExclusive
are equal, the method returns
minInclusive
.
If
minInclusive
is greater than
maxExclusive
, the input parameters are swapped but retain their inclusivity or exclusivity based on their original positions, which means the method becomes
Random.Range(minExclusive, maxInclusive)
after swapping.
For example, calling
Random.Range(10, 0)
is not equivalent to
Random.Range(0, 10)
.
Random.Range(10, 0)
returns a value between 1 and 10 because 10 becomes an inclusive maximum and 0 becomes an exclusive minimum.
There is a
float
overload of this function that operates slightly differently, especially regarding the range maximum, refer to its docs above.
Refer to Random for details on the algorithm, and for examples of how
UnityEngine.Random
may differ from other random number generators.

Examples

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; } }}