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Question by Coreyf716 · Jan 01, 2013 at 12:13 AM · rotationinstantiatepositionvector3

Instantiating objects at position

I'm trying to instantiate an object in front of the player. For some reason, it instantiates along the x and y values correctly, but it doesn't take into account the player's rotation, causing it to end up along the global z rather than the local with this:

 theObject : GameObject;
 
 function Update() {
      if (Input.GetKeyDown(KeyCode.E))
           Instantiate(theObject, Vector3(transform.position.x, transform.position.y, transform.localPosition.z + 1), transform.rotation);
 }
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Answer by Eric5h5 · Jan 01, 2013 at 12:35 AM

localPosition is only relevant if the object is a child of another, since it's the local position of the child compared to the parent. Use transform.forward.

 Instantiate (theObject, transform.position + transform.forward * 1.0, transform.rotation);

Replace 1.0 with the desired distance.

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avatar image clunk47 · Jan 01, 2013 at 12:56 AM 1
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Just curious, I know this is correct, but why are you multiplying transform.forward by 1.0? Wouldn't transform.forward be the same as transform.forward * 1? Good answer and no intent to offend, just wondering if I'm missing something.

avatar image Coreyf716 · Jan 01, 2013 at 03:34 AM 0
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Yeah, you're right. I think he was just pointing out where to put the distance.

avatar image Eric5h5 · Jan 01, 2013 at 03:41 AM 0
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As I said in the answer, "replace 1.0 with the desired distance". ;) If the desired distance is 1.0, then of course you wouldn't need it.

avatar image Coreyf716 · Jan 01, 2013 at 04:38 AM 0
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haha thanks dude for the help

avatar image clunk47 · Jan 01, 2013 at 04:39 AM 0
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Ahh my bad, I didn't see that last part XD +1

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