How can I NOT spawn a gameObject if the thing that is spawning it is colliding with anything

Im making a small tower defense game as a gift for chrismas. I dont want the tower to spawn from its spawner if its colliding with anything an enemy, a tower or a path. I’ve tried a lot of methods but none seem to work. I’ll put my code below

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class DragDrop : MonoBehaviour
{
private bool isDragging;
public GameObject Tower;
public void OnMouseDown()
{
isDragging = true;
}

public void OnMouseUp()
{
    float x = transform.position.x;
    float y = transform.position.y;
    isDragging = false;
    transform.position = new Vector3(5, 3, -1);
    Vector3 spawnPos = new Vector3(x, y, -1);       
    Instantiate(myPrefab, spawnPos, Quaternion.identity);

    
                 
}

void Update()
{
    
    if (isDragging)
    {
        Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
        transform.Translate(mousePosition);
    }
}

}

The above answer works, but I suggest pooling your objects instead of instantiating them.

You could move the object, and enable the colliders - keeping the mesh renderer disabled- check if there was a collision. If so, just disable it and add it back to the pool. This way the player doesn’t see it until after the collision check.

Well you could put this line: Instantiate(myPrefab, spawnPos, Quaternion.identity); in an if statement. For example:

public bool CanSpawn = true;

void OnMouseUp()
{
    // ...
    if (CanSpawn)
    {
        Instantiate(myPrefab, spawnPos, Quaternion.identity);
    }
}

The bool CanSpawn would need to be false, when colliding with an object, but true again when it isn’t colliding with anything. This can be accomplished using OnCollisionEnter() and OnCollisionExit().


For example, right underneath the OnMouseUp method:

void OnCollisionEnter(Collision collider)
{
    CanSpawn = false;
}

void OnCollisionExit(Collision collider)
{
    CanSpawn = true;
}

I hope this helps @miczek2309