Why is instantiate ignoring my position vector?
I'm very simply instantiating a prefab. In the prefab the transform position is set to 0,0,1 respectively. I create a vector3, it's values are 6.5, 0.0, and 1.0, confirmed this by stopping debugger and taking a value in evaluator. However, the next line instantiates the object and if I stop right after the instantiate, The X and Y positions are fine, but it's putting the object in z position 0. This throws the object behind my background.
Spawner = new Vector3(fMinX,0,1);
Instantiate(playership, Spawner, transform.rotation);
The fMinX is just the left edge of the camera, plush a little bit of buffer. It's been driving me nuts as I cannot figure out why it's spawning it with a z of 0 even though the vector says 1.
does the object use an Animator which has position keyframes?
The object has a transform, sprite renderer, and rigid2dbody component. It had a script for handling touch input devices for movement, but I removed it while troubleshooting this issue. It also has a child object that is a transform and particle system. The child object's prefab is set to position 0,0,1. What's funny is when I spawn the object, the child object is being spawn correctly with a z position of 1. So, the particle system on the child object is visible, but the sprite on the parent object is not visible because it's spawning with a z position of 0, thus putting it behind my background.
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