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Question by Poranny · Aug 13, 2016 at 08:05 PM · c#objects

How to check altitude of an object C#

Hey, at the beginning I have to say that I'm a newbie in Unity, so forgive me if this problem is too basic :P

I have generated objects in my game that player should collect, their position is random. I want to define that when there is an object on one altitude, there won't be second one on the same.

The objects are generated with Instantiate in a for loop, so there is no way to save them in many variables, they are just too many. They have a transform parent in common.

 GameObject clone = (GameObject) Instantiate (clone, position, Quaternion.identity);

It creates many objects with the same name, but at least I can operate with the created object until loop ends

Thanks in advance, ask if I haven't explained something clearly enough / forgot to say something :)

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Answer by jdean300 · Aug 14, 2016 at 10:14 AM

 List<float> spawnedHeights = new List<float>();
 
 //your for loop logic
 for (...){
     //Somehow you're generating a random position
     Vector3 positon = ...;
 
     while (spawnedHeights.Contains(position.y)){
          positon = /*get new random position here*/;
     }
 
     //spawn as you normally would
     GameObject clone = ...;
 }

This will only keep them from spawning at exactly the same height. If instead you want them to be certain distance from eachother in altitude:

 List<float> spawnedHeights = new List<float>();
     
 //your for loop logic
 for (...){
     Vector3 positon = Vector3.zero;
     bool posFound = false;
     while (!posFound){
          positon = /*get random position here*/;
 
          posFound = true;
          for (int i = 0; i < spawnedHeights.Count; i++){
             //replace the 10f with whatever gap you want
             if (Mathf.Abs(position.y - spawnedHeights[i]) < 10f){
                 posFound = false;
                 break;
             }
         }
     }
     
     //spawn as you normally would
     GameObject clone = ...;
 }

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avatar image Poranny · Aug 14, 2016 at 05:32 PM 0
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Big thanks, after a few combinations and changes it worked perfectly :D

Thank you once again!

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