Tweaks
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		@@ -31,7 +31,7 @@ public class ProceduralGeneration : MonoBehaviour
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    List<GameObject> spawnSpiralOfPlatforms(GameObject lastObject, GameObject objToSpawn)
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    {
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        // configuration:
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        float horizontalDistancePerPlatform = 0.5f;
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        float horizontalDistancePerPlatform = (float)Random.Range(1.0f, levelBlocks.Count); ;
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        List<GameObject> levelBlocksSpawnTemp = new List<GameObject>();
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        Debug.Log("Building LOOP");
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@@ -46,13 +46,13 @@ public class ProceduralGeneration : MonoBehaviour
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        float scale = meshfilter.transform.localScale.x;
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        Bounds b = new Bounds(bounds.center * scale, bounds.size * scale);
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        Vector3 centerPoint = new Vector3(lastObject.transform.position.x, (lastObject.transform.position.y + radius), this.lastBlock.transform.position.z + b.size.z + 1.0f);
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        Vector3 centerPoint = new Vector3(lastObject.transform.position.x, (lastObject.transform.position.y + radius), lastObject.transform.position.z + b.size.z + 1.0f);
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        float heightOffset = radius;
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        for (int i = 1; i < pieceCount + 2; i++)
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        for (int i = 1; i < pieceCount + 1; i++)
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        {
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            Quaternion rotation = (Quaternion.AngleAxis((i - 1) * angle, Vector3.back));
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            Quaternion rotation = (Quaternion.AngleAxis(i * angle, Vector3.back));
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            Vector3 direction = rotation * Vector3.down;
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            Vector3 position = (lastObject.transform.position + (direction * radius));
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@@ -90,29 +90,27 @@ public class ProceduralGeneration : MonoBehaviour
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            }
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        }
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        if (this.spawnedLevelBlocks.Count <= this.maximumNumberOfPlatformsAtScene)
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        {
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            int blockToSpawn = Random.Range(0, levelBlocks.Count);
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            GameObject instantiatedGameObject;
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            GameObject blockObjToSpawn;
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            blockObjToSpawn = levelBlocks[blockToSpawn];
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            if (blockObjToSpawn.name == lastBlockPrefab.name)
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            int blockToSpawn = Random.Range(0, (levelBlocks.Count + 1));
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            if (blockToSpawn > 31 && (blockToSpawn < levelBlocks.Count) && levelBlocks[blockToSpawn].name == lastBlockPrefab.name)
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            {
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                Debug.Log("Same Block");
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                if (blockToSpawn < levelBlocks.Count || blockToSpawn > -1)
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                if (blockToSpawn > levelBlocks.Count || blockToSpawn < 0)
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                {
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                    blockToSpawn = Random.Range(0, (levelBlocks.Count - 1));
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                    blockToSpawn = Random.Range(0, levelBlocks.Count);
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                }
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            }
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            if ((blockToSpawn > -1 && (blockToSpawn < (levelBlocks.Count - 1))))
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            if (blockToSpawn > -1 && (blockToSpawn < levelBlocks.Count))
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            {
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                blockObjToSpawn = levelBlocks[blockToSpawn];
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                instantiatedGameObject = this.drawPlatform(this.lastBlock, this.levelBlocks[blockToSpawn]);
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                this.spawnedLevelBlocks.Add(instantiatedGameObject);
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            }
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            else
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            {
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