| GetColorHSV(float hueMin=0.0f, float hueMax=1f, float saturationMin=0.0f, float saturationMax=1f, float valueMin=0.0f, float valueMax=1f, float alphaMin=1f, float alphaMax=1f) | UnityEngine.RandomEssentials | |
| GetNew() | UnityEngine.RandomEssentials | static |
| GetNew(int seed) | UnityEngine.RandomEssentials | static |
| GetPointInsideCircle(Vector2 center, float radius=1f) | UnityEngine.RandomEssentials | |
| GetPointInsideCircle(float radius=1f) | UnityEngine.RandomEssentials | |
| GetPointOnCircle(Vector2 center, float radius=1f) | UnityEngine.RandomEssentials | |
| GetPointOnCircle(float radius=1f) | UnityEngine.RandomEssentials | |
| GetPseudoRandomDistributedBool(int tryNumberSinceLastPositive, float probability) | UnityEngine.RandomEssentials | |
| GetRandomBool(float probability=0.5f) | UnityEngine.RandomEssentials | |
| GetRandomBoolTrueEnsured(int tryNumberSinceLastPositive, int maxNumberOfTries) | UnityEngine.RandomEssentials | |
| GetRandomFloat() | UnityEngine.RandomEssentials | |
| GetRandomFloat(float exclusiveMaximum) | UnityEngine.RandomEssentials | |
| GetRandomFloat(float inclusiveMinimum, float exclusiveMaximum) | UnityEngine.RandomEssentials | |
| GetRandomInt() | UnityEngine.RandomEssentials | |
| GetRandomInt(int exclusiveMaximum) | UnityEngine.RandomEssentials | |
| GetRandomInt(int inclusiveMinimum, int exclusiveMaximum) | UnityEngine.RandomEssentials | |
| GetRandomSign(float negativeProbability=0.5f) | UnityEngine.RandomEssentials | |
| GetRandomVector2(float inclusiveMinimum, float exclusiveMaximum) | UnityEngine.RandomEssentials | |
| GetRandomVector3(float inclusiveMinimum, float exclusiveMaximum) | UnityEngine.RandomEssentials | |
| RandomEssentials() | UnityEngine.RandomEssentials | |
| RandomEssentials(int seed) | UnityEngine.RandomEssentials | |
| SetRandomBytes(Byte[] bytesArray) | UnityEngine.RandomEssentials | |