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               Question by 
               bschubert · May 31, 2019 at 09:58 PM · 
                instantiateprefabtransform.position  
              
 
              prefab always instantiates at 0.0.0
no matter how I code the script to instantiate a prefab animation sprite, it always instantiates at 0,0,0.
 public class MoveScript : MonoBehaviour
 {
     private bool isDead = false;
     public GameObject cargo;
    public GameObject explosion;
     
     
     
     public int spdCtrl;
     float directionY;
     Rigidbody2D rb;
 
 
     // Start is called before the first frame update
     void Start()
     {
         rb= GetComponent<Rigidbody2D>();
         rb.velocity = new Vector2(0, 0);
         
         
     }
 
     // Update is called once per frame
     void Update()
     {
         
         if (isDead==false) {
             
             
                 directionY = CrossPlatformInputManager.GetAxis("Vertical");
                 rb.velocity = new Vector2(0, directionY*spdCtrl);
             
 
 
         }
 
         
     }
 
     private void OnCollisionEnter2D(Collision2D collision)
     {
         if (collision.gameObject.tag == "Death")
         {
            // GameObject explode = Instantiate(explosion) as GameObject;
            // explode.transform.position = cargo.transform.position;
            // explode.transform.rotation = cargo.transform.rotation;
 
 
 
 
 
             Instantiate(explosion, new Vector2(cargo.transform.position.x, cargo.transform.position.y), Quaternion.identity );
             isDead = true;
 
             //explosion.transform.position = cargo.transform.position;
             Debug.Log(cargo.transform.position);
             Debug.Log(explosion.transform.position);
 
             GameObject.Destroy(cargo);
 
             
 
 
         }
     }
 
     private void OnTriggerEnter2D(Collider2D collision)
     {
         
     }
 }
 
              
               Comment
              
 
               
              Answer by NoCandyIncluded · Jun 01, 2019 at 03:01 AM
Try, Instantiate(explosion, cargo.transform.position, Quaternion.identity); instead of Instantiate(explosion, new Vector2(cargo.transform.position.x, cargo.transform.position.y), Quaternion.identity );
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