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This question was closed Mar 10, 2018 at 08:29 PM by Febio for the following reason:

The question is answered, right answer was accepted

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Question by Febio · Mar 10, 2018 at 06:56 PM · c#androidrandom.rangeframe

Random numbers generation on Android devices

Hi, I'm trying to generate a map procedurally, I use Random.Range to both select the obstacle and its position (around a point). The problem is that in the editor it works perfectly, but when I open the Android Build the level spawns always the same obstacle. In the debug of the android build the random number is always "0". I Create a map of random obstacles and their positions before instantiating the whole map because I want it to spawn when needed without launching the randoms at runtime. Here's the code I'm using:

  public void Trace() {

     for (int i = 0; i < 100; i++) {
         OrderedDictionary obstaclesMap = new OrderedDictionary(); 
         foreach (Transform child in Tile.transform) {
             obstaclesMap.Add(child.name, TraceSingleTile());
         }
         this.GetComponent<TileGenerator>().UpdateTileDataArchive(obstaclesMap);
     }
 }

 private OrderedDictionary TraceSingleTile() {
     OrderedDictionary obstaclesArchive = new OrderedDictionary(); 
     Vector3[] obstacleData = new Vector3[2]; //localPosition, localEulerRotation
     int randomNumObstacle = Random.Range(0,obstaclesFilePaths.Count - 1);
     obstacleData[0] = new Vector3(Random.Range(-0.125f, 0.125f), 0.0f, Random.Range(-0.125f, 0.125f));
     obstacleData[1] = Vector3.zero;
     obstaclesArchive.Add(randomNumObstacle, obstacleData);
     return obstaclesArchive;
 }

The Trace() function is called at Start() by another Component. These two functions should generate a map of random obstacles, in the editor works, in the Android build it only spawns the first obstacle (randomNumObstacle = 0). Any help would be greatly appreciated, it's the first time I try to make an Android build, so I might be missing something.

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Answer by Bunny83 · Mar 10, 2018 at 08:06 PM

I never had any problems using Unity's Random class (or even System.Random) on android. However you have a general error in your code. This line:

 int randomNumObstacle = Random.Range(0,obstaclesFilePaths.Count - 1);

is wrong. You do not cover the whole possible range. The integer version of Random.Range has the min value inclusive but the max limit exclusive. So you should use

 Random.Range(0, obstaclesFilePaths.Count);

However this behaviour does not change between any build target or when testing in the editor.

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