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Question by ChronoMoon · Aug 04, 2017 at 04:13 AM · c#objectrandom

Obstacle Spawner Efficiency

Apologies for the seemingly easy question, i am new to coding and Unity

I Have some objects being procedurally generated via a SpawnObstacles() Function, It works, however not quite how i want it to.

 void SpawnObstacles   () {

     int randomIndex = Random.Range(0, spawnPoints.Length);

     int[] test = new int[8];
     test[0] = Random.Range(0, spawnPoints.Length);
     test[1] = Random.Range(0, spawnPoints.Length);
     test[2] = Random.Range(0, spawnPoints.Length);
     test[3] = Random.Range(0, spawnPoints.Length);
     test[4] = Random.Range(0, spawnPoints.Length);
     test[5] = Random.Range(0, spawnPoints.Length);
     test[6] = Random.Range(0, spawnPoints.Length);
     test[7] = Random.Range(0, spawnPoints.Length);

     for (int i = 0; i < spawnPoints.Length; i++)
     {
             if (randomIndex != test[i])
             {
                 float XAxis = spawnPoints[i].position.x;
                 float YAxis = spawnPoints[i].position.y;
                 float ZAxis = spawnPoints[i].position.z;
                 Vector3 spawn = new Vector3(XAxis, YAxis, ZAxis); // Random.Range(0f,15f)
                 Instantiate(obstacle, spawn, Quaternion.identity);
             }
     }

I want there to always be some form of gap between the obstacles, sometimes however there is no gap and im not sure how to fix that.

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