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Random.Range

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public static method Range(min: float, max: float): float;
public static float Range(float min, float max);

Description

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

Note that max is inclusive, so using Random.Range( 0.0f, 1.0f ) could return 1.0 as a value.

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

public class ExampleClass : MonoBehaviour { public GameObject prefab;

// Instantiate the prefab somewhere between -10.0 and 10.0 on the x-z plane void Start() { Vector3 position = new Vector3(Random.Range(-10.0f, 10.0f), 0, Random.Range(-10.0f, 10.0f)); Instantiate(prefab, position, Quaternion.identity); } }

public static method Range(min: int, max: int): int;
public static int Range(int min, int max);

Description

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

Note that max is exclusive, so using Random.Range( 0, 10 ) will return values between 0 and 9. If max equals min, min will be returned.

#pragma strict
// Loads a random level from the level list
function Start() {
	SceneManager.LoadScene(Random.Range(0, SceneManager.sceneCount));
}
using UnityEngine;
using UnityEngine.SceneManagement;

public class ExampleClass : MonoBehaviour { // Loads a random level from the level list

void Start() { SceneManager.LoadScene(Random.Range(0, SceneManager.sceneCount)); } }

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