Why was my question on unity answers rejected?

I posted a question in Unity answers about 2 days ago and was awaiting moderation when suddenly it stated that it was rejected. I tried to create an honest question and with as much detail as possible in hopes to not make it vague.

here is a link to the question: http://answers.unity3d.com/questions/852315/platform-generation.html

In case the link is no longer available here is a copy of the question I posted:

I am trying to create a similar effect to Bastions ground generation:

I have come close to creating the effect I want however I am trying to find a more efficient way of doing it. So far I have a plane with no mesh rendered to act as a ground for the player. It is surrounded by several triggers that instantiate a cube below them and change its y position as well as z scale to emulate the ground being constructed where the player moves.

Image of Unity Project: http://i.imgur.com/B8lx4OS.jpg

Does anyone know of a way to create more efficient code in terms of using lets say one giant trigger in which cubes spawn below the player depending on its position. Any other way of creating this effect would be helpful. Thanks again for the help.

code for trigger:
```csharp
**using UnityEngine;
using System.Collections;

public class boundary : MonoBehaviour {

public GameObject ground;
public Material newMaterial;

private bool playerInTrigger;
private float transformSmooth = 10f;
private float colorSmooth = 5;

private float xPos;
private float yPos;
private float zPos;
private float xScale;
private float yScale;
private float zScale;

private Vector3 originPos;
private Vector3 newPos;

private Vector3 originScale;
private Vector3 newScale;

private GameObject groundClone;
void Awake ()
{
    playerInTrigger = false;
    groundClone = Instantiate (ground, new Vector3 (transform.position.x, transform.position.y -3f, transform.position.z),
                               transform.rotation) as GameObject;
    xPos = groundClone.transform.position.x;
    yPos = groundClone.transform.position.y;
    zPos = groundClone.transform.position.z;
    xScale = groundClone.transform.localScale.x;
    yScale = groundClone.transform.localScale.y;
    zScale = groundClone.transform.localScale.z;
    originPos = new Vector3 (xPos, yPos, zPos);
    newPos = new Vector3 (xPos, yPos + 1.5f, zPos);
    originScale = new Vector3 (xScale, yScale, zScale);
    newScale = new Vector3(xScale, yScale + 2, zScale);
}

void FixedUpdate ()
{
    if (playerInTrigger == true)
    {
        groundClone.transform.position = Vector3.Lerp (groundClone.transform.position, newPos, transformSmooth * Time.deltaTime);
        groundClone.transform.localScale = Vector3.Lerp (groundClone.transform.localScale, newScale, transformSmooth * Time.deltaTime);
        groundClone.renderer.material.color = Color.Lerp (groundClone.renderer.material.color, newMaterial.color, colorSmooth * Time.deltaTime);
    }
    else if (playerInTrigger == false)
    {
        groundClone.transform.position = Vector3.Lerp (groundClone.transform.position, originPos, transformSmooth * Time.deltaTime);
        groundClone.transform.localScale = Vector3.Lerp (groundClone.transform.localScale, originScale, transformSmooth * Time.deltaTime);
    }
}

void OnTriggerEnter (Collider other)
{
    if (other.gameObject.name == "Player")
    {
        playerInTrigger = true;
    }
}
void OnTriggerExit (Collider other)
{
    if (other.gameObject.name == "Player")
    {
        playerInTrigger = false;
    }
}

}**
```

Your question is too general. You need to ask more specific questions. What makes you say it’s not efficient? What other code have you tried?

I would have thought that there would be a way of creating one big trigger and setting some form of if statement to instantiate game objects based on the players position from within the trigger. I thought that would be more efficient for it would cut the number of game objects in the scene by half however I have no clue how to go about doing that. I am also open to any other suggestions on how someone else with more experience and exposure to scripting in Unity would go about creating that effect. To be honest I haven’t tried anything else in terms of coding for I can’t seem to find a better way of doing this without setting triggers everywhere.

I appreciate your response and apologize for making my question vague. that last thing I would like to do is waste peoples time here. I’m relatively new to Unity, Unity Answers and the forums so there’s quite a lot of concepts i’m still trying to grasp. I am trying to get into the practice of seeking help when I need it and learning from more experienced programmers. In terms of a little background information I have gone through all the Unity tutorials on scripting as well as completed the Project: Roll-a-Ball tutorial, Project: Survival Shooter and a few of the Live Training Archive videos.