void spawnLoot() { Vector3 position = this.gameObject.transform.position; float enemyMeshSizeX = this.gameObject.GetComponent <MeshFilter> ().mesh.bounds.size.x; float deltaX = size / (enemyMeshSizeX * this.gameObject.transform.localScale.x); position.x = position.x - (enemyMeshSizeX); float randomRange = deltaX; for (int i = 0; i < size; i++) { // Random position for the loot defined by these float current1 = (Random.Range(-1 * randomRange, randomRange)); float current2 = (Random.Range(-1 * randomRange, randomRange)); // Getting random loot from our loot handler GameObject loot = LootHandler.getRandomLoot(shipClass); // Spawning loot on the screen at position altered by random value Instantiate(loot, position + new Vector3(current1, current2, 0), Quaternion.identity); } }