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Question by GD-BOX · May 12, 2013 at 12:17 PM · gameobjectposition

gameobject generates sometimes on previous position

Hello everyone, I'm testing a script which generates random blocks. This works good, but it sometimes generates the same position as previous blocks. Now I want to fix that.

Here is my code:

 using UnityEngine;
 using System.Collections;
 
 public class TerrainGeneration : MonoBehaviour {
     public GameObject Block;
     private int totalBlocks;

     void Start () {
         for(totalBlocks = 0; totalBlocks < 100; totalBlocks++)
         {
             var xpos = Mathf.Round(Random.Range(-5.0F, 5.0F));
             var zpos = Mathf.Round(Random.Range(-5.0F, 5.0F));
             
             Instantiate(Block, new Vector3(xpos , 0, zpos), Quaternion.identity);
             
         }
     }
     
     void Update () {
     
     }
 }

I've tried with some if statements but i could not get this to work. Has someone a idea how I can fix this?

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Answer by robertbu · May 12, 2013 at 01:12 PM

The brute force approach is to repeatedly generate a random position and only use it if it meets a distance criteria. This question comes up from time to time on this list, so a Google search will find you examples. Here is one example:

http://answers.unity3d.com/questions/385857/instantiating-objects-at-random-positions-with-a-c.html

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avatar image robertbu · May 12, 2013 at 01:15 PM 0
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Took a bit closer look at the code at the link. He uses OverlapSphere(). For your use, you can call CheckSphere() and simplify things a bit.

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