Trying To Fix Script Which Generates A Maze Without The Parts Overlaying

  1. What do you want to achieve?
    A Maze That Uses Random Pieces But Doesn’t Overlay
  2. What is the issue?
    The Maze Stops Generating Due To RayCasts Finding Something
  3. What solutions have you tried so far?
    Removing The RayCast Part which ended up in the pieces OverLaying

this is the code

while wait() do
	print("while wait loop")
	for t = 1,1000 do
	for i,v in pairs(game.Workspace.Maze:GetChildren()) do
		print("Locating maze parts")
		local attachment2 = v:FindFirstChild("Attachment")
		local parts = game.ReplicatedStorage.MazeParts:GetChildren()
		local order = math.random(1,3)
		for i,v in pairs(v:GetChildren()) do
			if v.Name == "Attachment" then
				print("Attachment")
				wait()
			end
		end

		if attachment2 ~= nil then
			print(attachment2)
			newpart = parts[order]:Clone()
			v.Attachment.Orientation += Vector3.new(0,180,0)
			local attachment2 = v.Attachment 
			local attachment1 = newpart.ConnectionAttachment
			--Result1
			local RayOrigin1 = attachment2.WorldPosition
			local RayDirection1 = attachment1.WorldCFrame.LookVector
			local Length = newpart.Size.Z
			local resultZ = workspace:Raycast(RayOrigin1, RayDirection1 * Length)
			local Width = newpart.Size.X
			local resultX = workspace:Raycast(RayOrigin1, RayDirection1 * Width)
			if resultZ then
				newpart:Destroy()
			
			else
				--Result2
			
			
				newpart.Parent = game.Workspace.Maze
				newpart.CFrame = attachment2.WorldCFrame * attachment1.CFrame:Inverse()
					attachment2:Destroy()
					attachment1:Destroy()
						--ammount = 0 
						wait()		
				end
			end
		end	
			end
		end