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Question by flamingro · Jan 06, 2019 at 10:33 PM · rotationrandomcircle

How to change the rotation of the circle spawn?

there is a cube and beside it to spawn things in the zone of a circle with a hole, but you need to change the rotation of this circle

     public class SpawnOre : MonoBehaviour {
       public GameObject prefabs;
           public float holeRadius = 1.0f;
           public float diskRadius = 2.5f;
           public Vector3 holeLocalPos = Vector3.zero;
 
 

 // Use this for initialization
 void Start () {
     InvokeRepeating("Spawner", 0.01f, 0.01f);
     
 }
 
 // Update is called once per frame
 void Update () {
     
 }



  void Spawner() {
      Vector3 pos = FindPos();
      pos += transform.position;
      Instantiate(prefabs, pos, transform.rotation);
  }

 
 Vector3 FindPos() {
      
      Vector3 pos = Vector3.zero;
      for (var i = 0; i < 1000; i++) {
     
          pos = Random.insideUnitCircle * diskRadius;
          

          if (Vector3.Distance(pos, holeLocalPos) > holeRadius) {
              return pos;
          }
      }
      return pos;
  }


}

here is the result:alt text

alt text

the circle should be like on the ground and not relative to the cube

circle-spawn.png (167.9 kB)
circle-swapner2.png (177.1 kB)
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Answer by Ady_M · Jan 07, 2019 at 10:53 PM

You mean like this?:

 pos = Random.insideUnitCircle * diskRadius;
 pos = new Vector3 (pos.x, 0, pos.y); // Lay the circle down flat on the ground

 

Also, if you're interested in optimizing your code, you can do the following then you won't need the loop:

 public Vector3 FindPos ()
 {
     Vector3 pos = Random.insideUnitCircle;
     pos = new Vector3 (pos.x, 0, pos.y); // Lay the circle down flat on the ground
     pos = pos.normalized * (holeRadius + pos.magnitude * (diskRadius - holeRadius));
     return pos;
 }
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avatar image Ady_M · Jan 07, 2019 at 11:33 PM 0
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Hmm... I just realized something. $$anonymous$$y optimization suggestion assumes the hole is always in the middle of the spawner. Are you going to move the hole around? In that case, ignore my optimization code :)

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