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Question by PMasta · Jan 02, 2016 at 01:34 PM · c#collisioninstantiatespawnspawning

Make a collision check when spawning with Instantiate

Hi! I'm new to Unity and I'm trying to generate a simple jungle from selected variables. I have write this code:

     public GameObject[] prefabsToSpawn;
     public float xmin, xmax, ymin, ymax, zmin, zmax, numberOfSpawns;
 
     void Start()
     {
         for (int i = 0; i < numberOfSpawns; i++)
         {
             Instantiate(prefabsToSpawn[Random.Range(0, prefabsToSpawn.Length)], GeneratedPosition(), Quaternion.identity);
         }
     }
 
     Vector3 GeneratedPosition()
     {
         float  x, y, z;
         x = Random.Range(xmin, xmax);
         y = Random.Range(ymin, ymax);
         z = Random.Range(zmin, zmax);
         return new Vector3(x, y, z);
     }

It actually works good. But the problem is sometimes objects spawn inside each other. Example:

alt text

Is it possible to make a collision check before spawning an prefab?

ch82eok1.png (141.8 kB)
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Answer by hexagonius · Jan 03, 2016 at 10:37 PM

There's several versions of Physics.Overlap... calls which you can perform with the size of your prefabs prior to instantiation to see if they would fit.

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avatar image unity_dA5TCa2krrACsQ · Jan 01, 2018 at 06:22 PM 0
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If you want to check for mesh collision, how would you set it up?

avatar image hexagonius unity_dA5TCa2krrACsQ · Jan 02, 2018 at 06:12 PM 0
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You have to work around it since there's no mesh cast. Either by approximating the shape and choosing an available primitive (calculating center and largest distance of all the vertices in the mesh for a sphere for example), or just spawn it in place and listen to collision or trigger events, then removing it again... There's no perfect solution to this, just choose the best approximation for your case.

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