Photon - Spawn without overlapping

Hi there.
I’ve the basic networking almost working, it has been surprisingly smooth process considering my coding skills.

So far I’m stuck with an issue. Not really critical at the moment but it is going to get worse in the future when all the players connect at the same time.

The issue is that when I spawn the player I choose the spawning point randomly but it can happen that can spawn in the same point and make the physycs blow because of interpenetrations.

        SpawnSpot mySpawnspot = spawnSpots [Random.Range (0, spawnSpots.Length)];
        GameObject tank = PhotonNetwork.Instantiate("Online_T84", mySpawnspot.transform.position, Quaternion.identity, 0);

Obviously it works but I can´t figure the way to disable used spawnspots.

I considered destroying the object if entered a trigger but as the array loads on start this should have no effect.
This goes on Start:

spawnSpots = GameObject.FindObjectsOfType<SpawnSpot> ();

Ideas welcome;)

Well, as a guess, you could do a sphere cast from “above” a spawn point downwards till it hits the ground.

Then if that collides with something (player or other movable object) then figure out a different spot since the randomly selected one is blocked.

Certainly like the idea.
Spherecast at spawn position, look for lest say player tag in within the hitinfo objects and if not null go back for another randomspot.
thanks.