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Question by Dayner_Kurdi · Dec 18, 2018 at 05:24 AM · randomize

generating level with a seed, InitState dose not seem to work

I'm trying to create a series of platforms using Poisson Disc, I managed to implement it but when I tried to use UnityEngine.Random.InitState, the result kept being different

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public static class PoissonDiscSampling {
 
     public static List<Vector2> GeneratePoints(float radius, Vector2 sampleRegionSize, int numSamplesBeforeRejection = 30)
     {
         
         float cellSize = radius/Mathf.Sqrt(2);
 
         int[,] grid = new int[Mathf.CeilToInt(sampleRegionSize.x/cellSize), Mathf.CeilToInt(sampleRegionSize.y/cellSize)];
         List<Vector2> points = new List<Vector2>();
         List<Vector2> spawnPoints = new List<Vector2>();
 
         spawnPoints.Add(sampleRegionSize/2);
         
         UnityEngine.Random.InitState(42);
 
         while (spawnPoints.Count > 0) {
 
             UnityEngine.Random.InitState(42);
             int spawnIndex = UnityEngine.Random.Range(0,spawnPoints.Count);
 
             Vector2 spawnCentre = spawnPoints[spawnIndex];
             bool candidateAccepted = false;
 
             for (int i = 0; i < numSamplesBeforeRejection; i++)
             {
                 //UnityEngine.Random.InitState(42);
                 float angle = UnityEngine.Random.value * Mathf.PI * 2;
                 Vector2 dir = new Vector2(Mathf.Sin(angle), Mathf.Cos(angle));
 
                 //UnityEngine.Random.InitState(42);
                 Vector2 candidate = spawnCentre + dir * UnityEngine.Random.Range(radius, 2*radius);
 
                 if (IsValid(candidate, sampleRegionSize, cellSize, radius, points, grid)) {
                     points.Add(candidate);
                     spawnPoints.Add(candidate);
                     grid[(int)(candidate.x/cellSize),(int)(candidate.y/cellSize)] = points.Count;
                     candidateAccepted = true;
                     break;
                 }
             }
             if (!candidateAccepted) {
                 spawnPoints.RemoveAt(spawnIndex);
             }
 
         }
 
         return points;
     }
 
     static bool IsValid(Vector2 candidate, Vector2 sampleRegionSize, float cellSize, float radius, List<Vector2> points, int[,] grid)
     {
         if (candidate.x >=0 && candidate.x < sampleRegionSize.x && candidate.y >= 0 && candidate.y < sampleRegionSize.y)
         {
             int cellX = (int)(candidate.x/cellSize);
             int cellY = (int)(candidate.y/cellSize);
             int searchStartX = Mathf.Max(0,cellX -2);
             int searchEndX = Mathf.Min(cellX+2,grid.GetLength(0)-1);
             int searchStartY = Mathf.Max(0,cellY -2);
             int searchEndY = Mathf.Min(cellY+2,grid.GetLength(1)-1);
 
             for (int x = searchStartX; x <= searchEndX; x++) {
                 for (int y = searchStartY; y <= searchEndY; y++) {
                     int pointIndex = grid[x,y]-1;
                     if (pointIndex != -1) {
                         float sqrDst = (candidate - points[pointIndex]).sqrMagnitude;
                         if (sqrDst < radius*radius) {
                             return false;
                         }
                     }
                 }
             }
             return true;
         }
         return false;
     }
 }
 
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