Mock Magic · Comparison

Random and name generator assets for Unity compared

Randomly, Random Generator 2.0, NameFactory and other Asset Store tools compared with Mock Magic for names, gameplay randomness, test records, series and streams.

Robert WetzoldFacts checked 4 min read

Mock Magic Generator in Unity's light theme on the Series workspace: Random Walk pattern, Months Short labels, 24 points, 3 series, Minimum -50 and Maximum 50, with three lines crossing the zero line in the Preview chart
Short answer: If players will read the names or feel the randomness, pick a gameplay asset: Random Generator 2.0 for fantasy and sci-fi names, NameFactory or Character Name Generator for names by culture, Randomly for distributions and noise. If the data fills screens, charts and tests during development, Mock Magic is free and built for that. The two kinds combine well.

Search the Asset Store for “random” or “name generator” and you find two kinds of tools that look alike but do different jobs. Picking the wrong kind costs time in both directions.

Two different jobs

Gameplay randomness and in-game names. Loot rolls, procedural levels, spawn positions, NPC names and gamer tags are part of the game. Players see them, so names must fit the world and randomness must feel fair: weighted drop tables, distributions, noise, and often separate generators per system, so a change to the loot table does not shift the level layout.

Test and demo data. A leaderboard before the backend exists, a customer table, a chart before analytics, a dashboard before the devices are online. Players never see this data. It has to look plausible, fill every field, repeat exactly for tests and screenshots, and sometimes change over time like a live feed.

Most assets below are built for the first job. Mock Magic is built for the second.

The options

AssetPriceFocusLatest version
RandomlyUS$9.99Gameplay randomness: distributions, vectors, colors, enums, strings, passwords, lorem ipsum, names, noise, weighted lists, editor window1.0.4, October 2026
Random Generator 2.0US$4.99124 generators: fantasy races, places, 19 cultural name sets, sci-fi, gamer tags2.0, September 2026
NameFactoryUS$15Culture-aware names for 198 countries, person and family generation1.0.0, August 2026
Character Name GeneratorUS$561,896 given names and 158,024 family names1.0.4, May 2025
Name CardUS$5Random names2.0.1, November 2022
Easy Name GeneratorFreeRandom names1.1, June 2020
Name and Place GeneratorFreeReal names from U.S. census data, and places1.02, October 2017
Unified Random FrameworkUS$29.99General randomness framework2.1.1, September 2026
True Random PROUS$9Random numbers from atmospheric noise2024.1.1, March 2024
Mock MagicFreeTest and demo data: 57 value types, typed records, chart series, live streams, export1.5.0

Prices in US dollars and versions as listed on the Asset Store on the date above, except for Mock Magic, which shows the version this site describes. Prices shown in other regions differ.

Where the dedicated assets are stronger

  • Names that fit a world. Fantasy races, sci-fi crews and gamer tags come from Random Generator 2.0. Mock Magic has no fantasy or sci-fi names at all.
  • Names by culture. NameFactory covers 198 countries and generates people and families, and Character Name Generator ships tens of thousands of given and family names. Mock Magic’s built-in lists hold a few hundred first and last names from many regions, with no way to choose a culture.
  • Gameplay math. Randomly bundles distributions, vectors, noise and weighted lists with an editor window. Mock Magic has weighted picks and a Gaussian helper but no coherent noise such as Perlin noise and no helpers for random directions or positions, and all of its generators share one seed, while gameplay systems usually want independent ones. Separate System.Random or Unity.Mathematics.Random instances fill that gap for free, as the article on random seeds shows.
  • True randomness. True Random PRO provides numbers from atmospheric noise. That suits a draw nobody should be able to predict or reproduce, and it is the opposite of what a test needs.

Where Mock Magic fits

  • Test records. 57 data types, from names and e-mail addresses to card numbers, ISBNs, user agents and reviews. MockPerson keeps name, e-mail address and username consistent, and MockOf<T> fills your own classes through explicit setters.
  • Chart series and live streams. The Series workspace has 15 patterns and 17 label presets, and the Live Stream workspace emits points on four rhythms in Edit Mode and Play Mode.
  • Repeatable output. Stable mode in the Generator and Mock.Seed in code repeat the same data for tests and screenshots.
  • Export. Values and series leave the Generator as Text, CSV, JSON or C# arrays.
  • Price. Free with source code, and included with Chart Guru.

Combining them

Mock Magic templates accept custom tokens, so a name generator asset can supply the names while Mock Magic supplies the rest of the record. The call into the other asset depends on its API, so this sketch takes it as a delegate:

using System;
using MockMagic;
public static class GuildRoster
{
// nameSource wraps whatever call your name generator asset provides
public static string[] Create(Func<string> nameSource, int count)
{
Mock.RegisterToken("heroName", nameSource);
Mock.RegisterToken("level", () => Mock.Integer(1, 61).ToString());
Mock.RegisterToken("joined", () => Mock.Date(yearsBack: 3, yearsForward: 0));
Mock.Seed(12); // repeats Mock Magic's values; seed the name asset as its docs describe
string[] rows = Mock.Parse("{{heroName}}, level {{level}}, joined {{joined}}", count);
Mock.ResetSeed(); // also frees UnityEngine.Random, which Mock.Seed seeds too
return rows;
}
}

The reverse matters as well: Mock.Seed also seeds UnityEngine.Random until Mock.ResetSeed, so near gameplay code that relies on Unity’s generator, prefer MockOf<T>.UseSeed, which restores the previous state after its pass.

Sources

  • The Asset Store pages linked in the table, for price, latest version and release date.
  • Mock Magic’s key features and scripting API manual pages.

Which one to choose

  • Players will read the names: Random Generator 2.0 for fantasy and sci-fi, NameFactory or Character Name Generator for real names by culture. The free name assets work for a prototype, but their last updates date from 2020 and 2017.
  • Players will feel the randomness: Randomly or Unified Random Framework for a ready toolkit, or System.Random and Unity.Mathematics.Random at no cost. True Random PRO only when unpredictability is the point.
  • The data fills screens, charts and tests: Mock Magic, free on the Unity Asset Store. The article on random strings, IDs and enums shows where its one-liners replace hand-written helpers.
  • Both at once: register the name asset as a Mock Magic token and let each tool do its own job.

Frequently asked questions

Which Unity asset generates fantasy names?

Random Generator 2.0 (US$4.99) includes generators for fantasy races, places, sci-fi names and gamer tags. Mock Magic generates real-world names for test data, not fantasy names.

Can Mock Magic replace a gameplay random library?

For simple jobs. Mock.Pick, Mock.PickWeighted, Mock.Enum and MockRandom.Gaussian cover picks, weighted drops and bell-shaped values from one shared generator. There is no Perlin-style noise, no helper for random directions and no separate generator per system, which gameplay code often needs.

Is true randomness better for games?

Rarely. Tests, replays and bug reports need sequences you can repeat, which a seeded pseudo-random generator gives you. True random numbers, such as True Random PRO's atmospheric noise, suit draws that nobody should be able to predict or reproduce.

Can I use a name generator asset together with Mock Magic?

Yes. Register a Mock Magic token that calls the other asset's generator, then use it in templates next to Mock Magic's built-in tokens.

Mock Magic

Realistic fake data for Unity, from one value to a live stream.