Random Actions
Random actions let you add unpredictability and variety to your FSMs. They provide ways to pick random numbers, choose between events, or select from a list of items at runtime. Use them to create more dynamic gameplay - whether you’re spawning enemies at random positions, picking a random sound effect, or rolling dice for a chance-based mechanic.
These actions are most useful for:
- Procedural gameplay (e.g., random loot, level layouts).
- Variation (e.g., random animations, effects, or audio clips).
- Chance-based logic (e.g., probability checks, dice rolls, random branching).
Randomness helps keep repeated playthroughs feeling fresh, and makes it easy to add a touch of unpredictability to otherwise deterministic systems.
Weighted Lists
Some random actions use weighted lists, where each item in the list is given a relative weight.
For example, Get Random XXX actions get a random item from a weighted list of items:

In this example, red is twice as likely as green to be picked, and four times more likely than blue to be picked.
Scene Tools
Some random actions include Scene Tools so you can edit their parameters in the Scene View.
For example Get Point In Rect Ring lets you interactively edit the inner and outer rects:

Falloff Curves
Some random actions use falloff curves to control distribution.
For example, Get Point In Circle uses a falloff curve:
Biased to center:

Biased to outer edge:

Action Reference
- Find Valid Random Position
- Find Valid Random Position 2D
- Get Random Actions
- Random Get Direction In Cone
- Random Get Direction In Sphere
- Random Get Float Around Center
- Random Get Float In Range
- Random Get Integer In Range
- Random Get Point In Circle
- Random Get Point In Collider 2D
- Random Get Point In Rect
- Random Get Point In Rect Ring
- Random Get Point In Ring
- Random Get Point On Circle
- Random Get Point On Collider 2D
- Random Get Point On Rect
- Random Get Position In Box
- Random Get Position In Sphere
- Random Get Position On Sphere
- Random Init State