I dont remember what language it was but you could do random(1,10) or something like that and it would pick a number between 1 to 10, is there a way to do something like this in gdscript?

in Engine

I think that language was Python.

yes. rand_range(float from, float to)

use randomize() before for "true" random numbers

by (427 points)

Okay thanks for the help ^^

I like this answer better because it mentions the randomize function, which without it, chooses the same "random" numbers every time.

Thanks for mentioning randomize. Is there an approach that permits to specify a seed number?

RandomNumberGenerator in Godot 3.1 allows to set any seed for each instance, so you could have independent "deterministic" generators in GDScript for different purposes within a game (randomizing different set of independent features).

randi()%10+1 returns an int from 1 to 10

randf()*10.0+1.0 returns a float from 1.0 to 10.999999~

rand_range(1,11) returns a float from 1.0 to 10.999999~

range(1,11)[randi()%range(1,11).size()] is a little ugly and less efficient but returns an int from 1 to 10 without you having to do the math yourself (aka the 11+1 part) because all you need to do is set the range()

by (841 points)
reshown by

This answer has an important error. If you want to produce a real number in the interval [x,y[, in general you use:

(randf() * (y-x)) + x.

From 1 to 10, you have randf() * 9 + 1. This is because randf() can be 1 as maximum. In this case, you would obtain 9 + 1 = 10. In the case proposed by this answer, randf() * 11 + 1, if by chance randf() turns out to be greater than 0.8 you get something greater than 10. So, there is a 20% chance of having a wrong answer.

randi()%11+1 returns an int from 1 to 11

If you someone needs a random int between 1 and 10, use:
randi()%10+1

Please note that randi()%11+1 return a number between 1 and 11 not 10
because randi()%11 can be 10 and adding 1 to it will make it 11. the same thing for randf()

yes indeed, obviously and i don't know how we could go so wrong

Corrected the inaccuracies. The random floats won't return a 1.0, but at most .999999~.

The last method using arrays I left, but would recommend int(rand_range(1,11)) as an alternative.

As of Godot 3:

randi() % 20 returns an int from 0 to 19

randi() % 20 + 1 returns an int from 1 to 20

randf() returns a float from 0 to 1

Unfortunately, the older style no longer seems to work.

by (55 points)
edited

Just a correction on the third line.

randi() % 20 + 1 won't return an int from 0 to 20.

It'll be an int from 1 to 20. Still very helpful, thanks.

The following code returns a random number, but it is the same number each time the script is executed:

var random_value = rand_range(1,10)

The following code gives you different random numbers each time the script is executed:

var random_generator = RandomNumberGenerator.new()
random_generator.randomize()
var random_value = random_generator.randf_range(1,10)

https://docs.godotengine.org/en/stable/classes/class_randomnumbergenerator.html

or simply:

randomize()
var random_value = rand_range(1,10)
by (235 points)
edited

You don't need to call randomize() every time you pick a random number. Just call it once after starting the project.

Oh. You are right. We don't need to call randomize() in every script.

+1 vote

I needed a rand_range(a, b) but with integers, also to work with negative numbers. I came up with this function.

func randi_range(from, to):
if from > to:
var old_from = from
from = to
to = old_from
return int(floor(rand_range(from , to + 1)))
by (16 points)

You can use key words like randomize for randomizing numbers from 0 to 2^32, randrange for randomizing an specific range of numbers, for example randrange(2, 20) will return 2,3,4,5,6...19 or 20. There also at options like randi () or randf but I think those are the more important. I’ll link rand_range since is the specific one in your case: https://docs.godotengine.org/es/stable/getting_started/scripting/c_sharp/c_sharp_differences.html?highlight=Rand_range#random-functions

by (14 points)

var name = 0

rng.randomize()
name = rng.randi
range(1, 10)

The random number will be between 1 and 10.

by (251 points)

Yea, the best way i found out how is this way:

var RNG = RandomNumberGenerator.new()

RNG.randomize
var rannum = RNG.randf_range([number], [number])

So that's the code. hopefully it helps!

by (21 points)
+1 vote

rand_range(float from, float to)

use randomize() before for "true" random numbers

by (16 points)
reshown by