// returns true if there is still space on the platform for a collidable object to spawn
    private void spawnCollidable(ObjectType objectType, Vector3 position, Vector3 direction, ObjectLocation location, PlatformObject platform, int platformLocalIndex, bool activateImmediately)
    {
        int collidablePositions = platform.collidablePositions;

        // can't do anything if the platform doesn't accept any collidable object spawns
        if (collidablePositions == 0)
        {
            return;
        }

        Vector3 offset = platformSizes[platformLocalIndex] * 0.1f;
        float   zDelta = platformSizes[platformLocalIndex].z * .8f / (1 + collidablePositions);

        for (int i = 0; i < collidablePositions; ++i)
        {
            if (platform.canSpawnCollidable(i))
            {
                int localIndex = infiniteObjectManager.getNextObjectIndex(objectType, spawnData);
                if (localIndex != -1)
                {
                    InfiniteObject collidable = infiniteObjectManager.objectFromPool(localIndex, objectType);
                    collidable.orient(platform, position + (offset.z + ((i + 1) * zDelta)) * direction + platform.getRandomSlot() * slotDistance, Quaternion.LookRotation(direction));
                    int objectIndex = infiniteObjectManager.localIndexToObjectIndex(localIndex, objectType);
                    infiniteObjectHistory.objectSpawned(objectIndex, (offset.z + ((i + 1) * zDelta)), location, objectType);
                    platform.collidableSpawned(i);
                    if (activateImmediately)
                    {
                        collidable.activate();
                    }

                    // don't allow any more of the same collidable type if we are forcing a different collidable
                    if (platform.forceDifferentCollidableTypes)
                    {
                        break;
                    }
                }
            }
        }
    }