Making an endless hallway with random objects spawning
I am trying to do three things,
1.Have an endless hallway
2.Have random prefabs/objects spawn along the hallway
3.Have objects replaced by new objects to make it seem like a different part of the hallway
I have already created a endless hallway by simply teleporting the player back to the beginning of the hallway to a create loop, However I wanna make it so each time the player is teleported back to the beginning the old objects are replaced by new objects in the set areas. (Making it seem like a different part of the hallway)
Teleporting Script:
 using UnityEngine;
 using System.Collections;
 
 public class TeleportPad : MonoBehaviour {
 
     public int code;
     float disableTimer = 0;
 
     void Update() {
         if (disableTimer > 0)
             disableTimer -= Time.deltaTime;
     }
     void OnTriggerEnter(Collider collider)
     {
         if (collider.gameObject.name == "player" && disableTimer<=0)
         {
             foreach(TeleportPad tp in FindObjectsOfType<TeleportPad>())
             {
                 if (tp.code==code && tp != this)
                 {
                     tp.disableTimer = 2;
                     Vector3 position = tp.gameObject.transform.position;
                     position.y += 1;
                     collider.gameObject.transform.position = position;
                     
                 }
 
             }
         }
     }
 }
 
               Here's also an example script I tried using to spawn the objects in the hallway. I only was able to spawn one object and I had no idea how to remove the clones and create new ones.
RandomObject Placement Script:
 using UnityEngine;
 using System.Collections;
 
 public class TeleportPad : MonoBehaviour {
 
     public int code;
     float disableTimer = 0;
 
     void Update() {
         if (disableTimer > 0)
             disableTimer -= Time.deltaTime;
     }
     void OnTriggerEnter(Collider collider)
     {
         if (collider.gameObject.name == "player" && disableTimer<=0)
         {
             foreach(TeleportPad tp in FindObjectsOfType<TeleportPad>())
             {
                 if (tp.code==code && tp != this)
                 {
                     tp.disableTimer = 2;
                     Vector3 position = tp.gameObject.transform.position;
                     position.y += 1;
                     collider.gameObject.transform.position = position;
                     
                 }
 
             }
         }
     }
 }
 
               Thanks to anyone who is able to help with this. I just started using Unity a month ago so any simple/easy to understand fixes would be nice. Thank you!
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