A full reimplementation of Unity's PRNG in Rust, which is based on the Xorshift128 algorithm.
Results should be near 1-to-1 with Unity, with the exception of color()
which may produce slightly inaccurate results due to an issue with .NET versions before 5.x.
Unlike Unity, it does not offer a static class.
Note: you should not use this if you expect a cryptographically secure PRNG. If you just want to generate random numbers, you should be looking into the Rand
crate.
This project is not affiliated with Unity Technologies.
use unity_random::Random;
let mut random = Random::new();
random.init_state(220824); // set the PRNG seed
let integer = random.range_int(0, 100);
let float = random.range_float(0., 1.);
let rotation = random.rotation_uniform();
You can also save/load the current state:
use unity_random::Random;
let mut random = Random::new();
random.init_state(220824);
// You can save the current state...
let saved_state = random.state;
// then generate random numbers...
let i1 = random.range_int(0, 100);
// and load the state again...
random.state = saved_state;
// ... to generate the same sequence
let i2 = random.range_int(0, 100);
assert_eq!(i1, i2);
serde
: Enables serialization and deserialization of the PRNG'sState
.