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RandomNumberGenerator Properties

The RandomNumberGenerator type exposes the following members.

Properties
  NameDescription
Public propertyDynamicObject
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.)
Public propertyNativeInstance (Inherited from Object.)
Public propertySeed

Initializes the random number generator state based on the given seed value. A given seed will give a reproducible sequence of pseudo-random numbers.

Note: The RNG does not have an avalanche effect, and can output similar random streams given similar seeds. Consider using a hash function to improve your seed quality if they're sourced externally.

Note: Setting this property produces a side effect of changing the internal State, so make sure to initialize the seed before modifying the State:

var rng = RandomNumberGenerator.new()
rng.seed = hash("Godot")
rng.state = 100 # Restore to some previously saved state.

Warning: the getter of this property returns the previous State, and not the initial seed value, which is going to be fixed in Godot 4.0.

Public propertyState

The current state of the random number generator. Save and restore this property to restore the generator to a previous state:

var rng = RandomNumberGenerator.new()
print(rng.randf())
var saved_state = rng.state # Store current state.
print(rng.randf()) # Advance internal state.
rng.state = saved_state # Restore the state.
print(rng.randf()) # Prints the same value as in previous.

Note: Do not set state to arbitrary values, since the random number generator requires the state to have certain qualities to behave properly. It should only be set to values that came from the state property itself. To initialize the random number generator with arbitrary input, use Seed instead.

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