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Question by Orzelius · Jun 09, 2019 at 10:13 PM · boundsintersectionintersect

bounds.Intersects returning wrong values

Before you say it, I did assign a z axys. All I want is to get my random map generator working, but for some reason the bounds.Intersects returns wrong values. I'd greatly apprecate the help.

My project: https://github.com/Orzelius/SwingsthDebug/tree/master

The spawner object's code:

 public class SpawnerNew : MonoBehaviour {
     private BoxCollider2D objectCollider;
 
     [Header("Spawn Parameters")]
     public float[] blockSizeRangesX;
     public float[] blockSizeRangesY;
     public float[] spawnPositionRangesX = new float[2];
     public float[] spawnPositionRangesY = new float[2];
     public int[] spawnAmmountRangesPerLayer;
     public float layersPerY;
     public int layers;
     public int[] checkForTouch;
 
     public GameObject blockPrefab;
     public GameObject worldBorder;
 
     public float horzExtent;
     public List<GameObject> platforms = new List<GameObject>();
     public bool platformsSpawned = false;
 
     void Update() {
         if (!platformsSpawned) {
             SpawnPlatforms();
             platformsSpawned = true;
         }
         print(checkTouchFunc(checkForTouch[0], platforms[checkForTouch[1]]));
     }
 
     void SpawnPlatforms() {
         horzExtent = worldBorder.GetComponent<Transform>().localScale.x / 2;
         spawnPositionRangesX[1] = worldBorder.GetComponent<Transform>().localScale.x;
         spawnPositionRangesX[0] = -spawnPositionRangesX[1];
         spawnPositionRangesY[1] = worldBorder.GetComponent<Transform>().localScale.y;
         spawnPositionRangesY[0] = -spawnPositionRangesY[1];
         //int layers = (int)(spawnPositionRangesY[0] * layersPerY);
 
         float layerThickness = spawnPositionRangesY[1] / layers * 2;
 
         for (int layer = 0; layer < layers; layer++) {
             int spawnAmount = Random.Range(spawnAmmountRangesPerLayer[0], spawnAmmountRangesPerLayer[1]);
             for (int x = 0; x < spawnAmount; x++) {
                 int attempts = 0;
                 bool touching = true;
                 while (touching) {  //  && attempts < 200
                     attempts++;
                     if (attempts > 200) {
                         print("Stuck in a loop");
                         return;
                     }
 
                     Vector3 size = new Vector3(
                         Random.Range(blockSizeRangesX[0], blockSizeRangesX[1]),
                         Random.Range(blockSizeRangesY[0], blockSizeRangesY[1]),
                         1);
 
                     Vector3 spawnPoint = new Vector3(
                         Random.Range(spawnPositionRangesX[0], spawnPositionRangesX[1]),
                         Random.Range(spawnPositionRangesY[0] + (layer * layerThickness), spawnPositionRangesY[0] + layer * layerThickness),
                         0);
 
                     GameObject newPlatform = Instantiate(blockPrefab, spawnPoint, Quaternion.identity, this.transform);
                     newPlatform.name = (platforms.Count).ToString();
                     newPlatform.layer = LayerMask.NameToLayer("Ground");
                     newPlatform.transform.localScale = size;
 
                     touching = false;
                     for (int y = 0; y < platforms.Count && !touching; y++) {
                         print(newPlatform.name + "  " + checkTouchFunc(y, newPlatform) + " against " + (y));
                         if (checkTouchFunc(y, newPlatform)) {
                             print("");
                             touching = true;
                         }
                     }
 
                     if (touching) {
                         Destroy(newPlatform);
                     }
                     else {
                         platforms.Add(newPlatform);
                     }
                 }
             } //layerSpawn
         } //allLayerSpawn
     }
 
     bool checkTouchFunc(int object1, GameObject object2) {
         return(platforms[object1].GetComponent<BoxCollider2D>().bounds.Intersects(object2.GetComponent<BoxCollider2D>().bounds));
     }
 }
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