Version: 2017.3 (switch to 2018.1b)
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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() {
```using UnityEngine;