var sizeX = rack.GetComponent<Collider>().bounds.size.x;
var sizeY = rack.GetComponent<Collider>().bounds.size.y;
var sizeZ = rack.GetComponent<Collider>().bounds.size.z;
Vector3 temp = rack.position;
var offset = random.NextDouble();
float avg = (min + max) / 2;
temp.x = GenerateRandom(min, max);
temp.y = (float)(temp.y + sizeY / 2 + offset / 2);
temp.z = UnityEngine.Random.Range((float)(temp.z + sizeZ / 2 + offset), (float)(temp.z + sizeZ * 1 + offset));
sceneCamera.transform.position = temp;
if (sceneCamera.transform.position.x < avg - (sizeX / 3))
sceneCamera.transform.eulerAngles = new Vector3(GenerateRandom(12, 30), GenerateRandom(200, 220), 0);
else if (sceneCamera.transform.position.x > avg + (sizeX / 3))
sceneCamera.transform.eulerAngles = new Vector3(GenerateRandom(12, 30), GenerateRandom(150, 170), 0);
sceneCamera.transform.eulerAngles = new Vector3(GenerateRandom(12, 30), GenerateRandom(160, 230), 0);