Prevent spawn overlapping with Transform?

I have a script here that spawns X amount of objects when called upon. The code is written with Transform, not Vector3 and spawns the object randomly in an array of transform points. I am trying to prevent spawn overlapping. I understand the function .CheckSphere, however that is for Vector3s and will not work in this instance. What is the equivalent to this but applicable to Transforms? Thanks for any help.

public class RandomMoneySpawner : MonoBehaviour
{
    public GameObject objectToSpawn;
    public Transform[] spawnPoints;

    public int amountToSpawn;
    private int amountSpawned;

    public float spawnCollisionCheckRadius;

    void Start()
    {
        amountSpawned = 0;
    }

    // Update is called once per frame
    void Update()
    {
        if(amountSpawned < amountToSpawn)
        {
            SpawnObject();
        } 
    }

    public void SpawnObject()
    {
        Transform _sp = spawnPoints[Random.Range(0, spawnPoints.Length)];
       
            Instantiate(objectToSpawn, _sp.position, _sp.rotation);

        amountSpawned ++;
    }

    public void ResetSpawnCount()
    {
        amountSpawned = 0;
    }
   
}

Transform.position is a Vector3 and can be used as a positional coordinate for any API methods that need it, such as the various Physics methods that want a position, such as CheckSphere.

Hmm I am not too sure. This is how I had it and it gave me the error: Cannot convert from UnityEngine.Transform to UnityEngine.Vector3. Line 33:

{
    public GameObject objectToSpawn;
    public Transform[] spawnPoints;

    public int amountToSpawn;
    private int amountSpawned;

    public float spawnCollisionCheckRadius;

    void Start()
    {
        amountSpawned = 0;
    }

    // Update is called once per frame
    void Update()
    {
        if(amountSpawned < amountToSpawn)
        {
            SpawnObject();
        } 
    }

    public void SpawnObject()
    {
        Transform _sp = spawnPoints[Random.Range(0, spawnPoints.Length)];

        if(!Physics.CheckSphere(_sp, spawnCollisionCheckRadius))
        {
            Instantiate(objectToSpawn, _sp.position, _sp.rotation);
            amountSpawned ++;
        }
    }

    public void ResetSpawnCount()
    {
        amountSpawned = 0;
    }
   
}

Line 28* sorry.

Yes… like I said you use .position property of Transform like you already are in your Instantiate call.

Oh I see, yeah I got it thank you!