private void Recycle()
    {
        Vector3 scale = new Vector3(
            Random.Range(minSize.x, maxSize.x),
            Random.Range(minSize.y, maxSize.y),
            Random.Range(minSize.z, maxSize.z));

        Vector3 position = nextPosition;

        position.x += scale.x * 0.5f;
        position.y += scale.y * 0.5f;
        reduce.SpawnIfAvailable(position);


        Transform o = objectQueue.Dequeue();

        o.localScale    = scale;
        o.localPosition = position;
        nextPosition.x += scale.x;
        //select random materials for the platforms
        int materialIndex = Random.Range(0, materials.Length);

        o.renderer.material = materials[materialIndex];
        o.collider.material = physicMaterials[materialIndex];
        objectQueue.Enqueue(o);

        nextPosition += new Vector3(
            Random.Range(minGap.x, maxGap.x) + scale.x,
            Random.Range(minGap.y, maxGap.y),
            Random.Range(minGap.z, maxGap.z));

        if (nextPosition.y < minY)
        {
            nextPosition.y = minY + maxGap.y;
        }
        else if (nextPosition.y > maxY)
        {
            nextPosition.y = maxY - maxGap.y;
        }
    }