void splitX(GameObject _aSection)
{
float xSplit = Random.Range(20,_aSection.transform.localScale.x-20);
if (xSplit > 20){
GameObject cube0 = GameObject.CreatePrimitive(PrimitiveType.Cube);
cube0.transform.localScale = new Vector3 (xSplit, _aSection.transform.localScale.y,_aSection.transform.localScale.z);
cube0.transform.position = new Vector3(
_aSection.transform.position.x - ((xSplit - _aSection.transform.localScale.x)/2),
_aSection.transform.position.y,
_aSection.transform.position.z);
cube0.renderer.material.color = new Color(Random.Range(0.0f,1.0f),Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f));
cube0.tag = "GenSection";
leftNode = new BSPNode();
leftNode.setCube(cube0);
leftNode.setParentNode(this);
GameObject cube1 = GameObject.CreatePrimitive(PrimitiveType.Cube);
float split1 = _aSection.transform.localScale.x - xSplit;
cube1.transform.localScale = new Vector3 (split1, _aSection.transform.localScale.y,_aSection.transform.localScale.z);
cube1.transform.position = new Vector3(
_aSection.transform.position.x + ((split1 - _aSection.transform.localScale.x)/2),
_aSection.transform.position.y,
_aSection.transform.position.z);
cube1.renderer.material.color = new Color(Random.Range(0.0f,1.0f),Random.Range(0.0f,1.0f), Random.Range(0.0f,1.0f));
cube1.tag = "GenSection";
rightNode = new BSPNode();
rightNode.setCube(cube1);
rightNode.setParentNode(this);
GameObject.DestroyImmediate(_aSection);
}
}