In order to generate a random number (OvrInt or OvrFloat), the user needs to provide the node with a maximum and minimum value. The result will be stored in a numeric variable.
Like for random numbers, between Min and Max Vectors;
Inside a Unity Circle [OvrVector2] or Sphere [OvrVector3], by calculating a random Vector inside a sphere with radius 1, then scaled up using Min and Max values.
On the surface of a Unit Sphere [OvrVector3 only], by calculating a random Vector on the surface of a sphere with radius 1, then scaled up using Min and Max values.
Attributes are very similar to those above.
Example of OvrRandom, for OvrVector3 using Between function.
Example of OvrRandom, for OvrVector3 using Inside Unit Sphere function.
Random Rotation
To generate a new Rotation (OvrQuaternion), the user can either:
Generate a simple random Rotation;
Generate a random Rotation with uniform distribution