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This question was closed Jun 20, 2019 at 08:30 AM by ratchetunity for the following reason:

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Question by ratchetunity · Jun 21, 2019 at 09:34 AM · instantiatespawnlistsoverlapoverlapsphere

Spawn gameobjects without overlap

Hi!

I'm trying to spawn several gameobjects in an area without overlap. I'm using CheckSphere so they can't overlap and then I save the prefab position on 3 lists (one per axis) so they can't be used again, but it doesn't seem to work. The prefab I'm trying to spawn has a rigidbody and a sphere coliider. This is my code:

 [SerializeField] GameObject spherePrefab;
 [SerializeField] int numberOfObjects;
 private float radiusValue;
 List<float> xPositionList = new List<float>();
 List<float> yPositionList = new List<float>();
 List<float> zPositionList = new List<float>();
 private Vector3 spawnPos;

 private void Awake()
 {
     radiusValue = spherePrefab.GetComponent<SphereCollider>().radius * 0.25f;
 }

 private void Start()
 {
     for (int i = 0; i < numberOfObjects; i++)
     {
         Vector3 p;
         while (Physics.CheckSphere(spherePrefab.transform.position, radiusValue, 0))
         {
             p.x = Random.Range(-0.5f, 0.5f);
             p.y = Random.Range(-0.5f, 0.5f);
             p.z = Random.Range(-0.5f, 0.5f);
             spawnPos = transform.TransformPoint(p);
         }
         while (xPositionList.Contains(spawnPos.x)) spawnPos.x = Random.Range(-0.5f, 0.5f);
         while (yPositionList.Contains(spawnPos.y)) spawnPos.y = Random.Range(-0.5f, 0.5f);
         while (zPositionList.Contains(spawnPos.z)) spawnPos.z = Random.Range(-0.5f, 0.5f);
         Instantiate(spherePrefab, spawnPos, Quaternion.identity, transform);
         xPositionList.Add(spawnPos.x);
         yPositionList.Add(spawnPos.y);
         zPositionList.Add(spawnPos.z);
     }
 }
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