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Question by Ace45 · Nov 23, 2017 at 07:24 PM · c#scripting problemsquare

How to have pickups not spawn on top of the player?

I know what my problem is. The nonSpawnArea is a point and not an area/square and the if statement shouldn't check weather the flyPosition is the nonSpawnArea, but it should check weather it is within the area. So how would I change these two things.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class FlySpawner : MonoBehaviour {
 
     [SerializeField]
     private GameObject flyPrefab;
 
     [SerializeField]
     private GameObject player;
 
     [SerializeField]
     private int totalFlyMinimun = 12;
 
     [SerializeField]
     private float spawnArea = 25f;
 
     private Vector3 nonSpawnArea;
 
     public static int totalFlies;
 
     // Use this for initialization
     void Start () {
         totalFlies = 0;
     }
     
     // Update is called once per frame
     void Update () {
 
         // While the total number of flies is less than the minimum...
         while (totalFlies < totalFlyMinimun) {
             
             // ...then increment the total number of flies
             totalFlies++;
 
             // ...create the area in which the flies can not spawn in
             nonSpawnArea = new Vector3 (player.transform.position.x + 3f, 2f, player.transform.position.z + 3f);
 
             // ...create a random position for a fly...
             float positionX = Random.Range(-spawnArea, spawnArea);
             float positionZ = Random.Range(-spawnArea, spawnArea);
 
             Vector3 flyPosition = new Vector3 (positionX, 2f, positionZ);
 
             // ...check that the fly isn't spawning on top of the player
             if (flyPosition != nonSpawnArea) {
                 
                 // ...and create a new fly
                 Instantiate(flyPrefab, flyPosition, Quaternion.identity);
             }
         }
     
     }
 }
 
 

Also if you have a better way of doing this please inform me.

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Answer by Glurth · Nov 24, 2017 at 06:19 PM

Assuming your player has a MeshRender component you can use the BOUNDS member, to determine the extents of the player object, in worldspace.

https://docs.unity3d.com/ScriptReference/Renderer-bounds.html

Then when setting the position of the new object, you can simply offset it, from the players position (or the Bound's center), by the extents of the Bounds. I would probabaly only adjust the x and/or y values of the final position, so it remains at the same z (height) of the player.

https://docs.unity3d.com/ScriptReference/Bounds-extents.html

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