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Question by haimmoshe · Oct 06, 2017 at 01:22 PM · c#scripting problemscript.

How can i Instantiate on the terrain from left to right ?

Now when i Instantiate objects it's placing them on the terrain but from right to left.

 using System.Collections;
 using System.Collections.Generic;
 using System.IO;
 using System.Linq;
 using UnityEngine;
 
 public class ClickOnKeys : MonoBehaviour
 {
     public GameObject[] prefabs;
     public int gap = 10;
 
     private GameObject go;
 
     void Start()
     {
         prefabs = Resources.LoadAll("Prefabs", typeof(GameObject)).Cast<GameObject>().ToArray();
 
         foreach (GameObject prefab in prefabs)
         {
             if (prefab.name == "Test")
             {
                 go = prefab;
             }
         }
     }
 
     void Update()
     {
         if (Input.anyKey)
         {
             foreach (Transform child in go.transform)
             {
                 if (Input.inputString == child.name)
                 {
                     Transform clone = Instantiate(child, new Vector3(gap += 50,0,0), Quaternion.identity);
                     clone.parent = transform;
                 }
             }
         }
     }
 }
 

I want that when i click on the keys it will place the child from left to right.

Update:

I can make them Instantiate random but some of them not on the terrain area but out of the terrain. How can i make sure they will Instantiate only inside the terrain area and to keep gap/space between each one of 50 ?

 using System.Collections;
 using System.Collections.Generic;
 using System.IO;
 using System.Linq;
 using UnityEngine;
 
 public class ClickOnKeys : MonoBehaviour
 {
     public Terrain terrain;
     public float yOffset = 0.5f;
 
     private float terrainWidth;
     private float terrainLength;
 
     private float xTerrainPos;
     private float zTerrainPos;
 
     public GameObject[] prefabs;
     public int gap = 10;
 
     private GameObject go;
 
     void Start()
     {
         terrainWidth = terrain.terrainData.size.x;
         terrainLength = terrain.terrainData.size.z;
 
         xTerrainPos = terrain.transform.position.x;
         zTerrainPos = terrain.transform.position.z;
 
         prefabs = Resources.LoadAll("Prefabs", typeof(GameObject)).Cast<GameObject>().ToArray();
 
         foreach (GameObject prefab in prefabs)
         {
             if (prefab.name == "Test")
             {
                 go = prefab;
             }
         }
     }
 
     void generateObjectsOnTerrain(GameObject trans)
     {
         float randX = UnityEngine.Random.Range(xTerrainPos, xTerrainPos + terrainWidth);
         float randZ = UnityEngine.Random.Range(zTerrainPos, zTerrainPos + terrainLength);
         float yVal = Terrain.activeTerrain.SampleHeight(new Vector3(randX, 0, randZ));
 
         yVal = yVal + yOffset;
 
         GameObject objInstance = (GameObject)Instantiate(trans, new Vector3(randX, yVal, randZ), Quaternion.identity);
     }
 
     void Update()
     {
         if (Input.anyKey)
         {
             foreach (Transform child in go.transform)
             {
                 if (Input.inputString == child.name)
                 {
                     generateObjectsOnTerrain(child.gameObject);
                 }
             }
         }
     }
 }

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