How To avoid random spawn to spawn at previously spawned object position so that they do not overlap

This code randomly spawns objects and then destroy them after some wait. what I want to do is to make sure the random spawned object is not spawned at previously spawned object such as it spawns above it. How may I do that?

public IEnumerator Spawn () {
    		yield return new WaitForSeconds (2.0f);
    		counting = true;
    		while (timeLeft > 0 && gameOver==false)
    		{
    			GameObject ball = balls [Random.Range (0, balls.Length)];
    
    			Vector3 spawnPosition = new Vector3 ( Random.Range (-maxWidth, maxWidth), Random.Range (-maxHeight, maxHeight), 0.0f);
    
    			Quaternion spawnRotation = Quaternion.identity;
    
    			GameObject ballClone = (GameObject) Instantiate (ball, spawnPosition, spawnRotation);
    			StartCoroutine (DestroyAfterWait (ballClone));
    			yield return new WaitForSeconds (Random.Range (1.0f, 2.0f));
    
    		}
    		//yield return new WaitForSeconds (2.0f);
    		GameOver ();
    
    	
    	}

Put the Balls in a List and check if the spawnPosition is closer to it than the size of the ball.


    using System.Collections.Generic;
    private List<GameObject> spawnedBalls = new List<GameObject>();
    
    public IEnumerator Spawn () {
    yield return new WaitForSeconds (2.0f);
    counting = true;
    while (timeLeft > 0 && gameOver==false)
    {
    
    MakeClean();
    Vector spawnPosition = GetSpawnPosition();
    
    if(spawnPosition != Vector3.zero)
    {
    	Quaternion spawnRotation = Quaternion.identity;
    	GameObject ballClone = (GameObject) Instantiate (ball, spawnPosition, spawnRotation);
    	spawnedPositions.Add(ballClone);
    
    	StartCoroutine (DestroyAfterWait (ballClone));
    }
    
    yield return new WaitForSeconds (Random.Range (1.0f, 2.0f));
    }
    //yield return new WaitForSeconds (2.0f);
    GameOver ();
    }
    
    
    void MakeClean()
    {
    	while(!CleanUpList())
    	{
    		CleanUpList();
    	}
    }
    
    bool CleanUpList()
    {
    	foreach(GameObject ball in spawnedBalls)
    	{
    		if(ball != null)
    			continue;
    		else
    		{
    			spawnedBalls.Remove(ball);
    			return false;
    		}
    	}
    	return true;
    }
    
    Vector3 GetSpawnPosition()
    {
    	GameObject ball = balls [Random.Range (0, balls.Length)];
    	Vector3 spawnPosition = new Vector3 ( Random.Range (-maxWidth, maxWidth), Random.Range (-maxHeight, maxHeight), 0.0f);
    	
    	float sizeOfBall = 1.0f;
    	foreach(GameObject ball in spawnedBalls)
    	{
    		if(Vector3.Distance(ball.transform.position, spawnPosition) <= sizeOfBall)
    		{
    			return Vector3.zero;
    		}
    	}
    	
    	return spawnPosition;
    }

Code is untested but i hope you get the idea. I noticed comparing Vectors is much faster than using Physics in large projects so i started to use this approach more often in my projects. (That was in Unity4, not sure about U5). So GetSpawnPosition either returns Vector3.zero or if the position was fine a valid Vector3.