Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Provides methods for generating pseudo-random numbers.
RandomNumberGenerator is a class for generating pseudo-random numbers. It currently uses PCG32.
Note: The underlying algorithm is an implementation detail and should not be depended upon.
To generate a random float number (within a given range) based on a time-dependant seed:
var rng = RandomNumberGenerator.new() func _ready(): var my_random_number = rng.randf_range(-10.0, 10.0)
randf ( )
randi ( )
randomize ( )
int seed =
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: The default value of this property is pseudo-random, and changes when calling randomize. The
0 value documented here is a placeholder, and not the actual default seed.
var rng = RandomNumberGenerator.new() rng.seed = hash("Godot") rng.state = 100 # Restore to some previously saved state.
int state =
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