Random
A random number in a range — deterministic, so every peer sees the same "random" value.
Output: number
Inputs
seed (number) · reroll (event)
Parameters
| Parameter | Default | Where |
|---|---|---|
| min / max | 0 / 1 | fields on the card |
| interval | 0 | field on the card — seconds between re-rolls; 0 = one fixed value |
| integer | off | round down to a whole number, so the output can be used as an index |
Each Random node is seeded by its own identity and the shared clock: with interval set, it re-rolls every interval on all peers simultaneously; with interval 0 it holds one stable value.
Seeding it yourself
Wire a number into seed and the value becomes a pure function of that number — same seed, same result, on every peer and every reload. That is what makes procedural generation authorable in a graph: one Slider or Number node is the seed for a whole layout, and typing 7 instead of 6 gives everybody the same different world.
Pulse reroll (from a Key Press or On Click) to advance to the next value in the sequence without waiting for an interval.
Seeded example
A "new layout" button that everyone agrees on:
- Number (value 1) → Random
seed, with min 0, max 4 and integer on. - Key Press (
KeyN) → Randomreroll. - Wire Random into a Select that picks one of several positions, then into an Object Selector.
- Press N: every peer jumps to the same next arrangement.
Practical example
Give a hovering drone an erratic wobble:
- Add a Random with min 0.5, max 3, interval 2.
- Add a Shake node and an Object Selector targeting the drone.
- Wire Random → Shake's speed input, and Shake → Object Selector.
- Every 2 seconds the shake speed jumps to a new value — identical on every screen.
Tip
Add several Random nodes for several independent streams — each node rolls its own sequence.