Adapted from Nice Schertler, this is the code I am using
Vector3 GetRandomAroundSphere(float angleA, float angleB, Vector3 aroundPosition)
{
Assert.IsTrue(angleA >= 0 && angleB >= 0 && angleA <= 180 && angleB <= 180, "Both angles should be[0, 180]");
var v = Random.Range(0F, 1F);
var a = Mathf.Cos(Mathf.Deg2Rad * angleA);
var b = Mathf.Cos(Mathf.Deg2Rad * angleB);
float azimuth = v * 2.0F * UnityEngine.Mathf.PI;
float cosDistFromZenith = Random.Range(Mathf.Min(a, b), Mathf.Max(a, b));
float sinDistFromZenith = UnityEngine.Mathf.Sqrt(1.0F - cosDistFromZenith * cosDistFromZenith);
Vector3 pqr = new Vector3(UnityEngine.Mathf.Cos(azimuth) * sinDistFromZenith, UnityEngine.Mathf.Sin(azimuth) * sinDistFromZenith, cosDistFromZenith);
Vector3 rAxis = aroundPosition; // Vector3.up when around zenith
Vector3 pAxis = UnityEngine.Mathf.Abs(rAxis[0]) < 0.9 ? new Vector3(1F, 0F, 0F) : new Vector3(0F, 1F, 0F);
Vector3 qAxis = Vector3.Normalize(Vector3.Cross(rAxis, pAxis));
pAxis = Vector3.Cross(qAxis, rAxis);
Vector3 position = pqr[0] * pAxis + pqr[1] * qAxis + pqr[2] * rAxis;
return position;
}
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