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Question by TheEmeraldRuby · Apr 28, 2018 at 11:14 AM · terrainrandomspawning

How to randomly spawn objects above the ground?

Hello, everyone. I am making a simple game where the player must collect 30 (for now) objects randomly generated throughout the map. I've coded a simple random spawn script, but it does not take into account the terrain above and below the plane of spawn (y = 0) and thus many objects are spawned in and above the ground. How would I tell the objects to detect or search up and down for the ground above or below them, making them always spawn on top of the ground? Here is my code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CoinPlacer : MonoBehaviour {
 
     int coins = 0;
 
     public GameObject coin;
 
     void Awake()
     {
         while (coins < 30)
         {
             Vector3 position = new Vector3(Random.Range(-100.0f, 100.0f), 0, Random.Range(-100.0f, 100.0f));
             Instantiate(coin, position, Quaternion.identity);
             coins += 1;
         }
     }
 }

I am new to c#. Thanks for your help!

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Answer by Captain_Pineapple · Apr 28, 2018 at 12:58 PM

try this Script:

 public int coins = 30;
 
     public GameObject coin;
 
     void Awake()
     {
         RaycastHit hit;
 
         for(int i=0;i<coins;i++)
         {
             Vector3 position = new Vector3(Random.Range(-100.0f, 100.0f), 0, Random.Range(-100.0f, 100.0f));
             //Do a raycast along Vector3.down -> if you hit something the result will be given to you in the "hit" variable
             //This raycast will only find results between +-100 units of your original"position" (ofc you can adjust the numbers as you like)
             if (Physics.Raycast (position + Vector3 (0, 100.0f, 0), Vector3.down, out hit, 200.0f)) {
                 Instantiate (coin, hit.point, Quaternion.identity);
             } else {
                 Debug.Log ("there seems to be no ground at this position");
             }
         }
     }

perhaps you will ahve to adjust the position of the coins to hit.point + new Vector3(0,1.0f,0) or something so that they don't stick in the ground.

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