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Question by remagify · Dec 20, 2020 at 12:11 PM · positioningspacespawning problemsdistance check

Need help checking distance between multiple objects,How do I check the distance between multiple objects at one time?

Hey! Im trying to create a random solar system and im having this issue with the planets spawning inside of eachother occasionally. Any help would be appreciated.

  GameObject[] planetBodys;
 float distBetweenPlanets;
 public float minDist;
 public PlanetCreator pCreator;

 private void Start()
 {
     
 }

 void Update()
 {
     planetBodys = GameObject.FindGameObjectsWithTag("PlanetBody");

     foreach (GameObject planet in planetBodys)
     {
         distBetweenPlanets = Vector3.Distance(transform.position, planet.transform.position); 
     }

     Debug.Log(distBetweenPlanets);

     if(distBetweenPlanets != 0)
     {
         if(distBetweenPlanets < minDist)
         {
             transform.position = pCreator.GeneratedPosition();
             Debug.Log("Moved!");
         }
     }
 }

i tried this and also this

 public SphereCollider trigger;

 public Transform planet;
 public PlanetCreator pCreator;

 void OnTriggerStay(Collider other)
 {
     if(other.gameObject.tag == "PlanetBody")
     {
         planet.transform.position = pCreator.GeneratedPosition();
         print("Collision Detected!");
     }
 }

 private void Update()
 {
     trigger.isTrigger = true;
     trigger.radius = 500;

     planet = transform.parent;
     pCreator = planet.GetComponent<PlanetCreator>();
 }

I couldn't get either to work.

,Hey! Im creating a procedural star system and I need some help figuring out how I can prevent these planet meshs from spawning inside of each other.

 GameObject[] planetBodys;
 float distBetweenPlanets;
 public float minDist;
 public PlanetCreator pCreator;

 private void Start()
 {
     
 }

 void Update()
 {
     planetBodys = GameObject.FindGameObjectsWithTag("PlanetBody");

     foreach (GameObject planet in planetBodys)
     {
         distBetweenPlanets = Vector3.Distance(transform.position, planet.transform.position); 
     }

     Debug.Log(distBetweenPlanets);

     if(distBetweenPlanets != 0)
     {
         if(distBetweenPlanets < minDist)
         {
             transform.position = pCreator.GeneratedPosition();
             Debug.Log("Moved!");
         }
     }
 }

I tried to do this but this doesn't work. Any help or suggestions would be much apricated. I also tried to use a trigger sphere but i couldnt get that to work either

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Answer by remagify · Dec 20, 2020 at 12:12 PM

Didn't mean to double post that, but here is an example of whats going on

https://imgur.com/a/JyZR99G

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