public static float Range
(float minInclusive,
float maxInclusive);

Returns a random `float`

within `[minInclusive..maxInclusive]`

(range is inclusive).

If `minInclusive`

is greater than `maxInclusive`

, then the numbers are automatically swapped.**Important**: Both the lower and upper bounds are **inclusive**. Any given float value between them, *including both minInclusive and maxInclusive*, will appear on average approximately once every ten million random samples.

There is an `int`

overload of this function that operates slightly differently, especially regarding the range maximum. See its docs below.

See Random for details on the algorithm, and for examples of how `UnityEngine.Random`

may be different from other random number generators.

using UnityEngine;

public class ExampleClass : MonoBehaviour { public GameObject prefab;

// Click the "Instantiate!" button and a new `prefab` will be instantiated // somewhere within -10.0 and 10.0 (inclusive) on the x-z plane void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 50), "Instantiate!")) { var position = new Vector3(Random.Range(-10.0f, 10.0f), 0, Random.Range(-10.0f, 10.0f)); Instantiate(prefab, position, Quaternion.identity); } } }

public static int Range
(int minInclusive,
int maxExclusive);

Return a random `int`

within `[minInclusive..maxExclusive)`

(Read Only).

This method will behave in the following ways:
`maxExcusive`

is exclusive, so for example `Random.Range(0, 10)`

will return a value between 0 and 9, each with approximately equal probability.
If `minInclusive`

and `maxExclusive`

are equal, then the "exclusive rule" is ignored and `minInclusive`

will be returned.
If `minInclusive`

is greater than `maxExclusive`

, then the numbers are automatically swapped.
There is a `float`

overload of this function that operates slightly differently, especially regarding the range maximum. See its docs above.

See Random for details on the algorithm, and for examples of how `UnityEngine.Random`

may be different from other random number generators.

using UnityEngine;

public class ExampleClass : MonoBehaviour { public GameObject prefab; public float zoffset = 10;

// Click the "Instantiate!" button and a new grid of `prefab` objects will be // instantiated with a random number of items in each direction. void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 50), "Instantiate!")) { // the grid will always be 1, 2, 3, 4, or 5 prefabs wide int xcount = Random.Range(1, 6); // the grid will always be 2, 3, or 4 prefabs long int ycount = Random.Range(2, 5);

for (int x = 0; x != xcount; ++x) { for (int y = 0; y != ycount; ++y) { var position = new Vector3(x * 2, zoffset, y * 2); Instantiate(prefab, position, Quaternion.identity); } }

zoffset += 2; } } }