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Question by AshwinTheGammer · Apr 08, 2020 at 12:43 PM · physicstransformspawnpointsoverlapsphereenemy spawn

Overlapsphere isn't working as expected.

I've a scene in which I've an empty gameobject(spawnPoints). it contains all the spawnpoint for spawning of enemy. PURPOSE and PROBLEM I don't want to overlap the enemies. There are total 6 spawn points. If I put 5 as the size of spawn point. Everything works fine...i.e, enemies don't overlap. But if I put 7, 8 or 9 as the size of spawnpoint array. enemies overlaps. I'm using Physics.overlapsphere for detection of the colliders.

I don't want to spawn the enemies if there is no place to spawn. If there is no place to spawn then I want the enemies to wait...until any spawn point is clear.

CODE

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 public class EnemySpawns : MonoBehaviour {
 
     public GameObject Enemy;
     public Transform[] spawnPoints;
     public float spawnTime;
     public int maxEnemy = 5;
     private int currentEnemy = 0;
     bool isSpawn;
 
     public float EnemyRadius = 16f;
     void Start(){
         isSpawn = false;
         InvokeRepeating ("spawnEnemy", spawnTime, 5.4f);
         isSpawn = true;
     }
 
 
     public void spawnEnemy(){
         
         for (int i = 0; i < spawnPoints.Length; i++) {
             
             Collider[] cols = Physics.OverlapSphere (spawnPoints [i].transform.position, EnemyRadius);
 
             foreach (Collider hit in cols) {
                 if (hit.tag == "AI Controller") {
                         isSpawn = false;
                     return;
                     } else {
                         isSpawn = true;
             }
         
         }
     }
         if (isSpawn == true) {
             if (currentEnemy <= maxEnemy) {
 
                 Transform currentSpawnPoint = spawnPoints [Random.Range (0, spawnPoints.Length)].transform;  //pickrandom
                 Instantiate (Enemy, currentSpawnPoint.position, currentSpawnPoint.rotation);
                 currentEnemy++;
 
 
             }
         }
         if (currentEnemy == maxEnemy) {  //stop spawning enemies
             CancelInvoke ();
         }
 
 
 
     
             }
 
 
    } 
         
         


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