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1
Question by JayFitz91 · Apr 05, 2014 at 11:05 AM · randomitemdropchance

Random drop rate problem

 var itemDrop : GameObject;
 var enemyHealth : int = 1;
 
 var dropRate : float = 0.25; //25% chance of dropping
 
 
 function OnCollisionEnter(theCollision : Collision)
     {
         if (theCollision.gameObject.tag == "Player")
         {
             enemyHealth -=1;
             if(enemyHealth <= 0)
             {
                 Destroy(gameObject);
                 if(Random.Range(0,1) <= dropRate)
                 {
                     var pickupDrop = Instantiate(itemDrop, gameObject.transform.position, Quaternion.identity);
                 }
             }
     
         }
     }

Above is the code I have for my random drop rate, when I destroy my enemies I would like it to have a 25% chance of dropping my item, but as I have it now, it happens all the time.

Can anyone point out where I'm going wrong please?

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Answer by Jun Hin · Apr 05, 2014 at 12:12 PM

Your Random.Range numbers need to be floats, not integers. So your if statement should look like t$$anonymous$$s: if(Random.Range(0f,1f) <= dropRate)

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avatar image JayFitz91 · Apr 05, 2014 at 12:16 PM 0
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Thanks man, that was it :)

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Answer by HarshadK · Apr 05, 2014 at 12:13 PM

Because your Random.Range function takes integers as input it returns an integer. And as per t$$anonymous$$s page Random.Range script reference, it is always outputing zero, w$$anonymous$$ch is always less than dropRate.

Hence, you always get a drop.

Use float values for min and max range to get random float number.

Cheers!

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avatar image JayFitz91 · Apr 05, 2014 at 12:16 PM 0
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Thanks man, that was it :)

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