Timeline for Is Unity 2017 random number generator deterministic across platforms given the same initial seed?
Current License: CC BY-SA 3.0
16 events
when toggle format | what | by | license | comment | |
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Nov 23, 2017 at 23:09 | vote | accept | eternalNoob | ||
Nov 2, 2017 at 15:54 | answer | added | Chris McFarland | timeline score: 4 | |
S Nov 2, 2017 at 15:02 | history | bounty ended | Jesse Dorsey | ||
S Nov 2, 2017 at 15:02 | history | notice removed | Jesse Dorsey | ||
Oct 29, 2017 at 14:25 | answer | added | Peter | timeline score: 7 | |
Oct 29, 2017 at 11:04 | answer | added | Thomas Mathieson | timeline score: 8 | |
Oct 26, 2017 at 22:38 | comment | added | DMGregory♦ | I think that advice would be worth writing up as an answer, "Whether it is or is not deterministic now, don't count on it always being the same" (If either of you would be so inclined — I don't want to steal your thunder). Some ostensibly yes or no questions are better answered with "option C: other" ;) | |
Oct 26, 2017 at 22:26 | comment | added | Stephane Hockenhull | I second @Philipp's advice. If you need a deterministic RNG you should invest in writing your own (and testing it). You will be in a world of hurt if you ever need to use a new Unity version and the RNG changed again. It will be near impossible for you to recreate the same RNG if this happens and keep compatibility with previous saves/worlds. | |
S Oct 26, 2017 at 22:05 | history | bounty started | Jesse Dorsey | ||
S Oct 26, 2017 at 22:05 | history | notice added | Jesse Dorsey | Draw attention | |
Oct 13, 2017 at 17:50 | history | tweeted | twitter.com/StackGameDev/status/918896654610325506 | ||
Oct 13, 2017 at 16:02 | comment | added | eternalNoob | I understand your point, but there is enough work to be getting on with, I'd rather learn what state unity's PRNG is in right now and provide a future proof version further down the line. Using it without knowing might lead to some really frustrating bugs. Thanks for your advice. | |
Oct 13, 2017 at 13:03 | comment | added | Philipp | Good question. But when your game depends on deterministic procedural generation, you might want to program your own PRNG anyway in case Unity ever decides to change their algorithm. The documentation doesn't document the algorithm, so you should not assume any guarantees. | |
Oct 13, 2017 at 1:17 | history | edited | Vaillancourt♦ | CC BY-SA 3.0 |
Improved title.
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Oct 13, 2017 at 0:37 | review | First posts | |||
Oct 13, 2017 at 1:17 | |||||
Oct 13, 2017 at 0:34 | history | asked | eternalNoob | CC BY-SA 3.0 |