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    • Tutorials
      • Creating your first map generator
        • 1. Creating your first map graph
        • 2. Running a graph at runtime
        • 3. Adding more nodes
        • 4. Object placement
      • Basic map types
        • • Cave-like maps
        • • Room-based maps
        • • Sample-based maps
        • • Combining map types
      • More Tutorials
        • • Generating prefabs
        • • Tile/prefab/tilemap set weights
        • • Syncing named color sets
        • • Groups
        • • Notes & comments
        • • Sub graphs
        • • Tilemap Sets
        • • Optimization tips
        • • Static seed (daily challenges)
        • • Running a graph asynchronously or multi-threaded
        • • Object pooling
        • • Tips for rule tiles
        • • Saving and loading maps
      • Tutorials for coders
        • • Running graphs from scripts
        • • Output parameters
        • • Custom nodes
        • • Custom node views
        • • Adding a constant node type
        • • Custom styling for the graph editor
        • • Dependencies for custom nodes
    • Sample Project
    • Troubleshooting
    • Support

    Static seed (daily challenges)

    It's possible to set a static RNG seed instead of having a random one, so that you can have consistent output. This can be used to create things such as daily challenges to make sure all players are presented with the same random map.

    Set seed in the inspector

    You can simply uncheck the Use Random Seed option from the Map Graph Runner component and provide a static seed in the editor.

    Set seed in the SetStaticSeed method

    You can also set the seed by calling the SetStaticSeed method on the Map Graph Runner component, which you can either call from other components, using UnityEvents for example, or from scripts.

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