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How to decide an object's position when using Instantiate?
Hi, I'm currently doing a Udemy tutorial where I'm making a 2D game in Unity. In the game there is a script that checks to see if there's a "player" object in the scene and if there is not then one is spawned in. Here's the script for that:
 public class EssentialsLoader : MonoBehaviour
 {
     public GameObject UIScreen;
     public GameObject player;
     public GameObject gameManager;
 
     // Start is called before the first frame update
     void Start()
     {
         if(UIFade.instance == null)
         {
             UIFade.instance = Instantiate(UIScreen).GetComponent<UIFade>();
         }
 
         if(PlayerController.instance == null)
         {
             PlayerController clone = Instantiate(player).GetComponent<PlayerController>();
             PlayerController.instance = clone;
         }
 
         if(GameManager.instance == null)
         {
             Instantiate(gameManager);
         }
     }
 
     // Update is called once per frame
     void Update()
     {
         
     }
 }
When I instantiate the "player" GameObject, how do I decide where it spawns? I tried moving the parent object in the scene, adding the transform as an argument, and adding a line that says "player.transform.position = new Vector 3 . . . ", but none of this worked.
Answer by SauronDark · Apr 08, 2019 at 04:43 AM
https://docs.unity3d.com/ScriptReference/Object.Instantiate.html
Instantiate also takes 3 parameters as first one Gameobject, then its position and rotation
Instantiate(Object original, Vector3 position, Quaternion rotation);
I tried that, it didn't work; I created a new Vector 3 at a position I wanted and a Quaternion called rotation and I did Instantiate(player, position, rotation) and still nothing moved, the player spawned at 0, 0, 0.
Thank you anyway, though, I appreciate the help.
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