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Random.Range

static function Range(min: float, max: float): float;
static float Range(float min, float max);
static def Range(min as float, max as float) as float

Description

Returns a random float number between and min [inclusive] and max [inclusive] (Read Only).

	// Instantiates prefab somewhere between -10.0 and 10.0 on the x-z plane 
	var prefab : GameObject;
	function Start () {
		var position: Vector3 = Vector3(Random.Range(-10.0, 10.0), 0, Random.Range(-10.0, 10.0));
		Instantiate(prefab, position, Quaternion.identity);
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public GameObject prefab;
    void Start() {
        Vector3 position = new Vector3(Random.Range(-10.0F, 10.0F), 0, Random.Range(-10.0F, 10.0F));
        Instantiate(prefab, position, Quaternion.identity) as GameObject;
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public prefab as GameObject

	def Start() as void:
		position as Vector3 = Vector3(Random.Range(-10.0F, 10.0F), 0, Random.Range(-10.0F, 10.0F))
		(Instantiate(prefab, position, Quaternion.identity) as GameObject)

static function Range(min: int, max: int): int;
static int Range(int min, int max);
static def Range(min as int, max as int) as int

Description

Returns a random integer number between min [inclusive] and max [exclusive] (Read Only).

If max equals min, min will be returned. The returned value will never be max unless min equals max.

	// Loads a random level from the level list

Application.LoadLevel(Random.Range(0, Application.levelCount));

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Example() {
        Application.LoadLevel(Random.Range(0, Application.levelCount));
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Example() as void:
		Application.LoadLevel(Random.Range(0, Application.levelCount))

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