# [Solved] How can I find if there is a gap/s between transforms array?

Jhon RA Asks: How can I find if there is a gap/s between transforms array?

Code:
``````for (int i = 0; i < cubes.Length; i++)
{
if(bricks[i].transform.position.z == 1)
{
var distance = Vector3.Distance(bricks[i].transform.position, )
}
}``````

I want to find all the places that the distance between two cubes is more than 0. For example if there is a gap between index 6 and index 7 then give me the gap position it’s empty space but give me this position where there was should be a cube.

Each couple of cubes check if there is a gap between them and return the gap position.

I have a maze randomly generated and there are some entrances I want to find the entrances by checking for gaps each gap position is entrance.

This is the maze create class

Code:
``````using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Maze
{
//Grid size
public int width;
public int height;

//Store grid
private bool[,] grid;
//Generate random directions to move
private System.Random rg;

//Start position
public int startX;
public int startY;

//Public getter
public bool[,] Grid
{
get { return grid; }
}

//Constructor of the grid for setting values
public Maze(int width, int height, System.Random rg)
{
this.width = width;
this.height = height;

this.rg = rg;
}

//Generate the grid
public void Generate()
{
grid = new bool[width, height];

startX = 1;
startY = 1;

grid[startX, startY] = true;

MazeDigger(startX, startY);
}

void MazeDigger(int x, int y)
{
int[] directions = new int[] { 1, 2, 3, 4 };

//We create random array of directions
HelpingTools.Shuffle(directions, rg);

//We are looping over all the directions
for (int i = 0; i < directions.Length; i++)
{
if (directions[i] == 1)
{
if (y - 2 <= 0)
continue;

if (grid[x, y - 2] == false)
{
grid[x, y - 2] = true;
grid[x, y - 1] = true;

MazeDigger(x, y - 2);
}
}

if (directions[i] == 2)
{
if (x - 2 <= 0)
continue;

if (grid[x - 2, y] == false)
{
grid[x - 2, y] = true;
grid[x - 1, y] = true;

MazeDigger(x - 2, y);
}
}

if (directions[i] == 3)
{
if (x + 2 >= width - 1)
continue;

if (grid[x + 2, y] == false)
{
grid[x + 2, y] = true;
grid[x + 1, y] = true;

MazeDigger(x + 2, y);
}
}

if (directions[i] == 4)
{
if (y + 2 >= height - 1)
continue;

if (grid[x, y + 2] == false)
{
grid[x, y + 2] = true;
grid[x, y + 1] = true;

MazeDigger(x, y + 2);
}
}
}
}
}``````

And this is the maze generate script

Code:
``````using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MazeGenerator : MonoBehaviour
{
public Maze maze;
public int mazeWidth;
public int mazeHeight;
public string mazeSeed;
public GameObject wallPrefab;

private GameObject wall;
private GameObject wallCorner;
private System.Random mazeRG;

// Use this for initialization
void Start ()
{
mazeRG = new System.Random();

if (mazeWidth % 2 == 0)
//mazeWidth++;

if (mazeHeight % 2 == 0)
{
//mazeHeight++;
}

maze = new Maze(mazeWidth, mazeHeight, mazeRG);
GenerateMaze();
}

public void GenerateMaze()
{
maze.Generate();
DrawMaze();
}

void DrawMaze()
{
for (int x = 0; x < mazeWidth; x++)
{
for (int y = 0; y < mazeHeight; y++)
{
Vector3 position = new Vector3(x, 0.5f, y);

if (maze.Grid[x, y] == true)
{
CreateMaze(position, transform, 0, mazeRG.Next(0, 3) * 90);
}
}
}

var bricks = GameObject.FindGameObjectsWithTag("MazeBrick");

bricks[bricks.Length - 1].GetComponent<Renderer>().material.color = Color.red;

//bricks[Random.Range(0, bricks.Length - 1)].GetComponent<Renderer>().material.color = Color.red;

for (int i = 0; i < bricks.Length; i++)
{
if (bricks[i].transform.position.x == maze.startX &&
bricks[i].transform.position.z == maze.startY)
{
bricks[i].GetComponent<Renderer>().material.color = Color.red;
}

if(bricks[i].transform.position.z == 1)
{
var distance = Vector3.Distance(bricks[i].transform.position, )
}
}

}

void CreateMaze(Vector3 position, Transform parent, int sortingOrder, float rotation)
{
GameObject mazePrefab = Instantiate(wallPrefab, position, Quaternion.identity);
mazePrefab.transform.SetParent(parent);
mazePrefab.transform.Rotate(0, 0, rotation);
mazePrefab.tag = "MazeBrick";
}

// Update is called once per frame
void Update () {

}
}``````

The maze is generate randomly. with random entrances/exits depending on what you are define as entrances or exits but for this example lets say they are all entrances.

I positioned the main camera in one of the entrances but I want that after the maze has generated to position the camera automatic randomly on one of the entrances.

Later on I want the camera to enter the selected entrance and travel through the maze. but for now first I want to find all the entrances and position the camera in front of one of them. I tried this to fill the gaps between the bricks of the grid but it’s not working.

Code:
``````for (int i = 0; i < bricks.Length; i++)
{
var brick = bricks[i];

for (int x = 0; x < bricks.Length; x++)
{
if (brick.transform.position.z == 1)
{
var distance = Vector3.Distance(brick.transform.position, bricks[x].transform.position);
if (distance > brick.transform.localScale.x)
{
continue;
}
if(distance == 1f)
{
// josh.position.x + (mark.position.x - josh.position.x) / 2;

var block = Instantiate(wallPrefab, new Vector3(bricks[x].transform.position.x + 1,0,brick.transform.position.z), wallPrefab.transform.rotation);
block.GetComponent<Renderer>().material.color = Color.green;

}
}
}
}``````

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