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Question by sairaamin · Nov 17, 2018 at 11:46 AM · c#foreachfor loopspherecast

simplest way to add a minimum distance or gap between instantiated objects

Hello, I am currently instantiating a prefab with a random amount and random locations, but as you would expect they sometimes instantiate too close to each other so, which would be the most simplest method to get them to have a minimum space in between them so far i have this:

void Start () { int starNum = Random.Range(1, 5);

  for (int i=0; i < starNum; i++){
    
     float Randomvalue = Random.Range(-1.0f, 2.0f);
     starlocation = new Vector3(Randomvalue*gap,  0.5f, -2f);
 
     GameObject starInstance = (GameObject)Instantiate(star, starlocation, Quaternion.identity);
     
  
     GameObject[] stararray = GameObject.FindGameObjectsWithTag ("star");
     starsLeft = stararray.Length;
  print(starsLeft); 
  }
 }
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Answer by PizzaPie · Nov 17, 2018 at 01:22 PM

     Vector3 starLocation;
     GameObject[] starArray;
     float minStarDistanceX;
     GameObject star;
 
     void Start()
     {
         int starNum = Random.Range(1, 5);
         starArray = new GameObject[starNum];
         float starExtentX=0f; //or renderer bounds but will require to apply changes based on scale, or you can assign the value manually
         List<float> starXPositions = new List<float>();
 
         for(int i = 0; i < starNum; i++)
         {
             bool isAccepted = true;
             float randomXPos = 0;
 
             int safeCount = 0;
             do
             {
                 randomXPos = Random.Range(-1f, 2f);    //min and max X positions
                 
                 foreach (float f in starXPositions)
                 {
                     if (Mathf.Abs(f - randomXPos) < starExtentX + minStarDistanceX) //check distance from existing ones
                     {
                         isAccepted = false;
                         break;
                     }
                 }
 
                 safeCount++;
                 if (safeCount > 1000)       //in case it can not find any accepted positions
                 {
                     Debug.LogError("Unable to find proper X position"); //or throw an exception
                     break;
                 }
             } while (!isAccepted);
 
             starArray[i] = Instantiate(star, new Vector3(randomXPos, 0.5f, -2), Quaternion.identity);
             starXPositions.Add(randomXPos);
             if(i==0)
                       starExtentX = starArray[0].GetComponent<Collider>().bounds.extents.x;
             float starsLeft = starNum - i + 1;     //probably you meant this value
             print(starsLeft);
         }
     }

Generates positions till it gets one that is not too close to other stars.

Optimal conditions to function properly are: big space (min and max X positions should be quite far) small ammount of objects to be created in given space.

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avatar image sairaamin · Nov 17, 2018 at 05:30 PM 0
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hi, I've tried your solution it looks great just can't understand why it's not working the colliders for each object are overlapping? any ideas?

avatar image PizzaPie sairaamin · Nov 17, 2018 at 06:36 PM 0
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Tested it and... well as expected fails most times to generate good values, also it seems collider.bounds.extents.x on a prefab is 0 so you have to pick the value once the first object is created. Edited to fix the last one.

avatar image sairaamin PizzaPie · Nov 18, 2018 at 06:58 AM 0
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what can be done to improve the values this solution seems most appropriate for what I'm trying to achieve, also with the edited version of code the colliders are still overlapping?

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