Skip to content

Features Utilities Random Generators

github-actions[bot] edited this page Aug 21, 2026 · 33 revisions

Random Number Generators

TL;DR: Use PRNG.Instance for 10-15x faster random generation than UnityEngine.Random, with a rich API for vectors, colors, weighted selection, and more.


Overview

Unity Helpers provides 20+ high-performance pseudo-random number generators (PRNGs) through a unified IRandom interface. Each generator carries a [RandomGeneratorMetadata] quality rating spanning fast-but-weak toys through generators that clear BigCrush — check the rating before choosing; the table below summarizes.

Key Features

  • 10-15x faster than UnityEngine.Random (see benchmarks)
  • Thread-safe access via PRNG.Instance (thread-local)
  • Rich API — vectors, colors, Gaussian distributions, weighted selection, subset sampling
  • Feel-good randomness — exact-average PRD, pity timers, and weighted shuffle bags
  • Seedable — reproducible results for replays and testing
  • IL2CPP compatible — no reflection, AOT-safe

Quick Start (60 Seconds)

using WallstopStudios.UnityHelpers.Core.Random;

// Use the thread-local default (fastest)
IRandom random = PRNG.Instance;

// Basic generation
int number = random.Next(0, 100);           // [0, 100)
float value = random.NextFloat();            // [0.0, 1.0)
bool coinFlip = random.NextBool();
uint bits = random.NextUint();

// Unity vectors
Vector2 point2D = random.NextVector2(-10f, 10f);

// Colors
Color randomColor = random.NextColor();

// Weighted selection
string[] items = { "Common", "Rare", "Epic" };
float[] weights = { 70f, 25f, 5f };
string selected = random.NextWeighted(items.Zip(weights, (x, y) => (x, y)));

// Gaussian distribution
float normalValue = random.NextGaussian(mean: 0f, stdDev: 1f);

Choosing a Generator

Use Case Recommended Generator Why
General gameplay PRNG.Instance Thread-local default, excellent quality
Procedural generation PcgRandom Reproducible, excellent statistical properties
High-throughput effects SplitMix64 Fastest with good quality
Cryptographic seeding N/A Use System.Security.Cryptography instead
Legacy compatibility UnityRandom Matches UnityEngine.Random behavior

Saving and restoring a generator

Every generator answers InternalState with a RandomState snapshot, and every generator has a constructor that takes one back. Snapshot mid-stream, store the snapshot in your save file, and the restored generator resumes the exact sequence — verified for all of them by GeneratorSnapshotRestoreTests.

UnityRandom is the one exception, and it cannot resume a stream. Its live position belongs to UnityEngine.Random's engine globals rather than to the object, so its snapshot carries only the seed it was constructed with. Restoring it continues from wherever the engine currently is, without any error. Use a concrete PRNG when a save file has to reproduce a sequence.


Available Generators

All generators implement the IRandom interface:

Generator Speed Quality Best For
LinearCongruentialGenerator Fastest Poor Non-critical effects only
WaveSplatRandom Fastest Experimental Throwaway effects; no formal test results published
SplitMix64 Very Fast Very Good High-throughput generation
BlastCircuitRandom Very Fast Good Bulk effects, chaotic mixing
PcgRandom Fast Excellent General purpose, seeded generation
FlurryBurstRandom Fast Excellent All-around alternative to PCG
IllusionFlow Fast Excellent Balanced speed and quality
XoroShiroRandom Fast Fair Bulk placement; bit 0 is linear, so avoid NextBool
RomuDuo Fast Good Alternative to PCG
Xoshiro128StarStar Not benchmarked Excellent NextBool/low-bit masks; WebGL and other 32-bit targets
Xoshiro256StarStar Not benchmarked Excellent NextDouble/NextUlong-heavy work (one advance per 64 bits)
StormDropRandom Moderate Excellent Long streams from a large 1024-word state
XorShiftRandom Moderate Fair Legacy compatibility
WyRandom Moderate Very Good Hash-based scenarios
SquirrelRandom Moderate Fair Noise-based generation
PhotonSpinRandom Slow Excellent Maximum quality needed
UnityRandom Slow Fair Match Unity behavior
SystemRandom Very Slow Poor .NET compatibility
DotNetRandom Very Slow Poor Bridging System.Random code to IRandom
WDoomRandom Fastest Poor Retro feel, deterministic replays

Xoshiro128StarStar and Xoshiro256StarStar are new and have not been through the benchmark harness yet; their speed rows fill in the next time Random Performance is regenerated. Both are rated Excellent: the ** scrambler leaves no weak output bit, so unlike the + scramblers they are safe for NextBool and low-bit masks. Xoshiro256StarStar is the only generator here that overrides NextUlong, costing one state advance per 64-bit draw instead of two.

For detailed benchmarks, see Random Performance.


Creating Seeded Generators

For reproducible sequences (replays, procedural generation, testing):

using WallstopStudios.UnityHelpers.Core.Random;

// Create with specific seed
PcgRandom seeded = new PcgRandom(seed: 12345);

// Generate reproducible sequence
for (int i = 0; i < 10; i++)
{
    Debug.Log(seeded.Next(0, 100)); // Same values every run
}

// Different seed = different sequence
PcgRandom different = new PcgRandom(seed: 67890);

API Reference

Basic Generation

IRandom random = PRNG.Instance;

// Integers
int value = random.Next();                    // [int.MinValue, int.MaxValue]
int bounded = random.Next(100);               // [0, 100)
int ranged = random.Next(10, 50);             // [10, 50)

// Unsigned integers
uint bits = random.NextUint();
uint boundedUint = random.NextUint(1000u);

// Floating point
float f = random.NextFloat();                 // [0.0, 1.0)
float rangedF = random.NextFloat(-1f, 1f);    // [-1.0, 1.0)
double d = random.NextDouble();               // [0.0, 1.0)

// Boolean
bool b = random.NextBool();                   // 50% true/false
bool weighted = random.NextBool(0.75f);       // 75% true

Vector Generation

// 2D vectors
Vector2 v2 = random.NextVector2();                      // Each component [0, 1)
Vector2 ranged2 = random.NextVector2(-10f, 10f);        // Each component [-10, 10)

// 3D vectors
Vector3 v3 = random.NextVector3();
Vector3 ranged3 = random.NextVector3(-5f, 5f);

Color Generation

// Random colors
Color c = random.NextColor();                           // Random RGBA

Distributions

// Gaussian (normal) distribution
float gaussian = random.NextGaussian(mean: 0f, stdDev: 1f);

// Weighted selection
string[] items = { "Common", "Rare", "Epic", "Legendary" };
float[] weights = { 60f, 25f, 12f, 3f };
string drop = random.NextWeighted(items.Zip(weights, (x, y) => (x, y)));

Feel-Good Randomness

Use these helpers when independent rolls are mathematically fair but feel bad to players because they create long streaks or clumps.

// Exact-average pseudo-random distribution:
// long-run success rate remains 25%, but failure streaks increase the next chance.
if (ExactAveragePrd.TryCreate(0.25f, out ExactAveragePrd critChance))
{
    bool criticalHit = critChance.Roll(random);
}

// Bad-luck protection / pity timer:
// starts at 10%, adds 5% after each failure, and guarantees success after 10 failures.
if (BadLuckProtection.TryCreate(0.10f, 0.05f, 10, out BadLuckProtection rareDrop))
{
    bool dropped = rareDrop.Roll(random);
}

// Weighted shuffle bag:
// each three-draw cycle contains exactly two common tickets and one rare ticket.
WeightedShuffleBag<string> bag = new();
bag.TryAdd("Common", 2);
bag.TryAdd("Rare", 1);
bag.TryNext(random, out string reward);

ExactAveragePrd intentionally rejects very small non-zero targets below ExactAveragePrd.MinimumPositiveTargetChance; use BadLuckProtection or a WeightedShuffleBag<T> for ultra-rare rewards. The stateful helpers expose restore APIs (TrySetFailuresSinceSuccess, TryRestoreRemaining, and copy helpers for bag tickets) so save/load systems can persist pity and deck state explicitly.

Choose the helper by design goal:

Goal Helper Behavior
Preserve exact long-run chance while reducing streaks ExactAveragePrd Chance rises after failures by a solved coefficient and resets on success
Guarantee eventual success after a dry streak BadLuckProtection Chance ramps by a fixed amount and can force a success after N failures
Avoid repeated clumps in finite weighted sets WeightedShuffleBag<T> Draws without replacement until every weighted ticket has appeared

Collection Operations

// Shuffle in place
myList.Shuffle(random);

// Random element
T element = random.NextOf(array);
T element2 = random.NextOf(list);

// Random index
int index = random.Next(collection.Count);

Thread Safety

PRNG.Instance provides thread-local instances, making it safe for multithreaded code without locks:

// Safe - each thread gets its own instance
Parallel.For(0, 1000, i =>
{
    int value = PRNG.Instance.Next(0, 100);
    // No race conditions
});

For explicit thread-local control:

using WallstopStudios.UnityHelpers.Core.Random;

// Create thread-local wrapper around any generator
ThreadLocalRandom<PcgRandom> threadLocal = new();
IRandom random = threadLocal.Value; // Per-thread instance

Perlin Noise

For procedural generation, use the seedable Perlin noise generator:

using WallstopStudios.UnityHelpers.Core.Random;

PerlinNoise noise = new PerlinNoise(seed: 42);

// 2D noise (terrain, textures)
float value2D = noise.Noise(x, y);

// Octave noise for more detail
float octaves = noise.OctaveNoise(x, y, octaves: 4, persistence: 0.5f);

Best Practices

  1. Use PRNG.Instance for most cases — it's fast, thread-safe, and well-tested
  2. Seed generators explicitly when reproducibility matters (replays, tests)
  3. Avoid new in hot paths — cache generator instances
  4. Don't use for security — these are PRNGs, not CSPRNGs
// ✅ Good - cache the reference
private IRandom _random = PRNG.Instance;

void Update()
{
    float value = _random.NextFloat();
}

// ❌ Bad - creates new instance every frame
void Update()
{
    PcgRandom random = new PcgRandom(); // Allocation!
    float value = random.NextFloat();
}

See Also

Clone this wiki locally