Version: 2022.2
public static void InitState (int seed);


seed 用于初始化随机数生成器的种子。



The random number generator is not truly random, but produces numbers in a preset sequence (the values in the sequence "jump" around the range in such a way that they appear random for most purposes).

The point in the sequence where a particular run of pseudo-random values begins is selected using an integer called the seed value. This prevents the same run of values from occurring each time a game is played and thus avoids predictable gameplay. It is sometimes useful to produce the same run of pseudo-random values on demand by setting the seed yourself.

例如在程序化地生成游戏关卡时,可以设置自己的种子。可以使用随机选择的元素使场景随意且自然地表现,但是在生成之前将种子设置为预设值。这可确保在每次玩游戏时生成相同的“随机”模式。这通常可以作为减少游戏存储要求的有效方式 - 可以程序化地生成所需数量的关卡,并且仅仅使用一个整数种子值存储每个关卡。

The seed is randomly initialized at startup (see Random for more information on this) but if you want to randomize it later on, you can use Random.InitState((int)DateTime.Now.Ticks).

The seed cannot be retrieved once set - the pseudorandomization algorithm stores its internal state in a more complex set of numbers. However, this state can be loaded and stored via the state property, which works with the opaque but serializable State.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private float[] noiseValues; void Start() { Random.InitState(42); noiseValues = new float[10]; for (int i = 0; i < noiseValues.Length; i++) { noiseValues[i] = Random.value; Debug.Log(noiseValues[i]); } } }