Random
static class in UnityEngine · UnityEngine.CoreModule
In Tassix
Seeded random numbers. Sequences match Unity exactly for a given seed (xorshift128 seeded by the Mersenne Twister init recurrence), as do the formulas built on it; derived from conformance/recordings/random.jsonl.
Properties 7
static Vector2 insideUnitCircle { get; }static Vector3 insideUnitSphere { get; }static Vector3 onUnitSphere { get; }static Quaternion rotation { get; }Four uniform components, normalized (not uniformly distributed).
static Quaternion rotationUniform { get; }Uniformly distributed rotation (Shoemake's method).
static State state { get; set; }static float value { get; }Uniform in [0, 1], both inclusive.
Methods 4
static Color ColorHSV()static Color ColorHSV(float hueMin, float hueMax)static Color ColorHSV(float hueMin, float hueMax, float saturationMin, float saturationMax)static Color ColorHSV(float hueMin, float hueMax, float saturationMin, float saturationMax, float valueMin, float valueMax)static Color ColorHSV(float hueMin, float hueMax, float saturationMin, float saturationMax, float valueMin, float valueMax, float alphaMin, float alphaMax)static void InitState(int seed)static float RandomRange(float min, float max)static int RandomRange(int min, int max)The old name of Range.
static float Range(float minInclusive, float maxInclusive)static int Range(int minInclusive, int maxExclusive)Uniform in [min, max]. Unity's exact float form: v * min + (1 - v) * max.
Uniform in [min, max) (or (max, min] when reversed); min when equal, without consuming a number.
Not in Tassix yet 1
onUnitCircle
Checked against Unity
Conformance scenarios that exercise it, recorded in Unity and compared event by event.