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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
      • • Using prefabs instead of tilemaps
      • • Changing tile/prefab/tilemap set probabilities (weighted random)
      • • Linking a named color set to tilesets/prefab sets
      • • Organizing nodes into groups
      • • Adding notes & comments
      • • Running a graph within a graph (Sub graphs)
      • • Tilemap Sets
      • • Optimization tips
      • • Static seed (daily challenges)
      • • Running a graph asynchronously/multi-threaded
      • • Object pooling
      • • Tips for rule tiles
      • • Saving and loading maps
    • Tutorials for coders
      • • Running graphs from scripts
      • • Output parameters
      • • Creating your own nodes
      • • Creating your own node views
      • • Adding a constant node type
  • Sample Project
  • Troubleshooting
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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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