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Question by Vice_Versa · Aug 14, 2018 at 12:53 AM · unity 5randomrandom.rangeinstancessame

Random.Range is the same in each object with the script

So I have this problem where every object that has this one script on it produces the same exact random numbers when Random.Range is called. I know I can use Random.initState to change it so its not the same random numbers every time i press play, which is working, but I now have a problem where if there is 10 objects that are all spawned at the same time, they will all get the exact same random number when Random.Range is called. is there any way that I can make each on have a completely different Random number even though they all have the exact same script on them?

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avatar image coinnip_unity · Aug 14, 2018 at 02:08 AM 0
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@Vice_Versa give the script you write, include Random.initState() line

avatar image Vice_Versa coinnip_unity · Aug 15, 2018 at 03:54 AM 0
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I dont have it atm, its on someone elses computer. But im calling it in the Start Function like this void Start() { Random.initState(System.DateTime.Now.$$anonymous$$illisecond; }

avatar image RShields Vice_Versa · Aug 15, 2018 at 04:08 AM 0
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There's your problem, things happen so fast (think, microseconds) that they all get seeded with the same inital time.

Ins$$anonymous$$d, you can get psuedorandom seeds by seeding them with another random number generator. $$anonymous$$ost PRNGs are so chaotic that even seeding them with sequential numbers will give you totally different internal states.

Functionally, what I'm saying is that each object can have something like

 public int prngSeed;
 private void Start()
 {
     Random.InitState(prngSeed);
     // ...

and when you instantiate the object, you set prngSeed = Random.Range(0, 999999999) or similar

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