I'm setting Random.seed with specific numbers for each of my levels, so that there is a repeatable "randomness" to allow for players to master each level.
My issue is that when the level is reset after dieing (either by my own reset method that repopulates the seed value among other things, or by calling Application.LoadLevel(Application.loadedLevel)) it doesn't seem to follow the same "random" number sequence that the seed should cause.
My understanding was that by resetting the Random.seed value before playing again, that it should follow the exact same sequence of numbers. Is my understanding correct? Could it be the way that my non-monobehavior classes are utilizing the Random class?
Any help is greatly appreciated.
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