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Question by sudhir_kotila · Aug 06, 2014 at 07:54 AM · javascript

Instantiate prefab randomly but not in already genrated position

I want to generate bubble randomly in my screen.When bubble is generated in one place then other bubble can not generated near of its radius 1 area. means bubbles can not collide or triggered with any other bubbles.

How can i do it ?

 public void GenerateBubble ()
         {
                 newBubbleXPos = Random.Range (-7, 7);
                 newBubbleYPos = Random.Range (-3, 3);
                 bubbleClone = (GameObject)Instantiate (bubblePrefab, new Vector3 (newBubbleXPos, newBubbleYPos, 0), Quaternion.identity);
                 bubbleList.Add (bubbleClone);
                 if (bubblePosList.Contains (bubbleClone.transform.position)) {
                     bubbleClone.transform.position=new Vector3(Random.Range (-7,7),Random.Range (-3,3),0);
                 }
                 bubblePosList.Add (bubbleClone.transform.position);
                 bubbleClone.transform.parent = UIManager.instance.CurrentLevel.transform;
                 GLOBALS.bubbleCounter++;
         }

In this my code every bubble is generated in different position but it can collide with other bubble means i want to generate new bubble not same position as well as it can not collide also. My bubble collider's radius is 1.

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avatar image Kiwasi · Aug 06, 2014 at 07:59 AM 0
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If the bubbles have set positions then you can put all the possible positions in a List and pick from that.

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Answer by sudhir_kotila · Mar 10, 2015 at 07:04 AM

I have found Answer :

     public List<GameObject> bubbleList = new List<GameObject> ();
     private int newBubbleXPos;
     private int newBubbleYPos;
 
 public void GenerateBubble ()
     {
         bool locationInvaild = true;
         while (locationInvaild) {
             newBubbleXPos = Random.Range (-8, 8);
             newBubbleYPos = Random.Range (-4, 4);
             currentPosition = new Vector3 (newBubbleXPos, newBubbleYPos, 0);
             locationInvaild = false;
             for (int i=0; i<bubbleList.Count; i++) {
                 if (Vector3.Distance (bubbleList [i].transform.position, currentPosition) < 2.5f * radius) {
                     locationInvaild = true;
                     break;
                 }
             }
         }
         bubbleClone = Instantiate (bubblePrefab, new Vector3 (newBubbleXPos, newBubbleYPos, 0), Quaternion.identity) as GameObject;
         bubbleList.Add (bubbleClone);
     }

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Answer by tanoshimi · Aug 06, 2014 at 07:57 AM

Each time you want to generate a new bubble:

  1. Choose a random Vector3 position (using Random.Range)

  2. Call Physics.OverlapSphere to see whether the chosen position touches any colliders.

  3. If no colliders are touched (i.e. OverlapSphere returns false), generate a bubble at this location, otherwise return to 1 and generate a new random location.

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