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Question by JekasG · Nov 08, 2014 at 01:26 AM · c#instantiatearrayloopoverlap

How to compare and detect overlapping gameObject Prefabs using maths

For some reason i my code doesn't properly compare when an instantiated object is being overlapped. What i want to do is, to generate random platforms with different positions and scale (X). And since its random, it is possible of overlapping happening. So in order to solve this problem, ive tried to compare each and every platform and see if it overlaps and when it does, it will delete itself and instantiate another one.

An addition to this question is, If i have the overlapping problem solved, is it possible to make it so the platforms are at a certain distance away from each other, for X Y and Z.

So . . What have i done wrong ? What can i do ?

 void Platform_Position_Scale_Generator(int i) {
     
     posX[i] = Random.Range(minPosRange, maxPosRange + 1);
     posY[i] = Random.Range(minPosRange, maxPosRange + 1);
     posZ[i] = 0;
     
     scaleX[i] = Random.Range(minScaleRange, maxScaleRange + 1);
     scaleY[i] = 1;
     scaleZ[i] = 1;
     
 }
 
 void Platform_Generator(int i) {
     
     platformPrefabPosition[i].x = posX[i];
     platformPrefabPosition[i].y = posY[i];
     platformPrefabPosition[i].z = posZ[i];
     
     Instantiate(platformPrefab, platformPrefabPosition[i], Quaternion.identity);
     platformPrefab.transform.localScale = new Vector3(scaleX[i], 1, 1);

     
 }

 // Error with this
 void Detect_Collision(int i) {
     
     for(int f = 0; f < i; f++) {
         for(int s = f + 1; s < i; s++) {
             bool xOverlap = (posX[s] > posX[f] && posX[s] < posX[f] + scaleX[i]) || (posX[f] > posX[s] && posX[f] < posX[s] + scaleX[i]);
             bool yOverlap = (posY[s] > posY[f] && posY[s] < posY[f] + scaleY[i]) || (posY[f] > posY[s] && posY[f] < posY[s] + scaleY[i]);
             
             if(xOverlap && yOverlap) {
                 Debug.Log("xOverlap: " + xOverlap + " yOverlap: " + yOverlap);
             }
             else {
                 //Debug.Log("xOverlap: " + xOverlap + " yOverlap: " + yOverlap);
             }
         }
     }
     
 }
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