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Question by harplot28 · May 07 at 02:49 PM · unity 5vector3unity 2dscalegrid

How can i keep global scale of object while instantiate it

Hi I have a gameobject which name is gridBuildList I attach gameObjects in it because adding each element to list with hand is so tiring alt text

Then i attach these gameObjects to a list which name is gridBuild with that loop

public GameObject gridBuildList;

 public List<GameObject> gridBuild = new List<GameObject>();
  
 foreach (Transform a in gridBuildList.GetComponent<Transform>())
         {
             gridBuild.Add(a.gameObject);
         }


Finally I have a grid tile list i spawn my buildings on these grid tiles

 for (int i = 0; i < tiles.Count; i++)
         {
             Vector3 gridTile = tiles[i].transform.position;
             
             var spawnedTle = Instantiate(gridBuild[Random.Range(0,gridBuild.Count)], gridTile, Quaternion.identity);


         }

Briefly i spawn random gameObjects from gridBuild list on gridTile positions

My problem is scale is wrong, black tile is grid i spawn object on it alt text

this is how it should work
spawnedTle.transform.localScale = new Vector3(4.5f, 4.5f); (i get this result with these code but it isn't reliabe solution)

https://imgur.com/a/1njbsUK (Forum don't let me upload more than 2 photos)

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two.png (2.2 kB)
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Answer by harplot28 · May 07 at 03:17 PM

alt text

So it fixes the problem be careful with instantiate function you should give it gameObject.transform not transform.position


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