/// <summary> /// Creates a leak randomly in the boat /// </summary> public void GenerateRandomLeak() { int randomCollider = Random.Range(0, myColliders.Length); Collider2D selectedCollider = myColliders[randomCollider]; Debug.Log(selectedCollider.bounds.center); float randomX = Random.Range(selectedCollider.bounds.min.x, selectedCollider.bounds.max.x); float randomY = Random.Range(selectedCollider.bounds.min.y, selectedCollider.bounds.max.y); Vector3 position = new Vector3(randomX, randomY, transform.position.z); Leak newLeak = Instantiate(LeakPrefab, position, Quaternion.identity); newLeak.AttachLeak(myRigidbody); activeLeaks.Add(newLeak); }