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Question by TheShadyColombian · Jul 03, 2014 at 03:50 AM · instantiatelocation

instantiate not creating in proper location

i have a script for an enemy that is supposed to make the enemy spawn "Poof" game objects when he dies (near the bottom) but it spawn them at 0,0 and slowly (slow enough that it gets destroyed (by another script) before it reaches the enemy) moves towards the enemy.

 using UnityEngine;
 using System.Collections;
 
 public class ExperimentalEnemy : MonoBehaviour {
 
         public Transform target; 
         public int moveSpeed; 
         public int rotationSpeed; 
         public float maxDistance = 50f;
         public int HitBoxRadius;
         public ExperimentalDeath Damage;
         public float Health = 10f;
         private Transform myTransform;
         public GameObject Char;
         public Animator EnemyAnim;
         public GameObject Poof;
         void Awake() {
             myTransform = transform;
         }
         
         // Use this for initialization
         void Start () {
             GameObject go = GameObject.FindGameObjectWithTag("Player");
             
             target = go.transform;
 
             Char = GameObject.FindGameObjectWithTag("Player");
             
             maxDistance = 40f;
 
             HitBoxRadius = 4;
 
             
 
 
         //Reference to DamageChar from the ExperimentalDeath.cs script
         Component Damage = Char.GetComponent<ExperimentalDeath>();
 
     }
     
     // Update is called once per frame
         void Update () {
             if (Health < 0.1) {    
                 EnemyDie ();
             }
             Debug.DrawLine(target.position, myTransform.position, Color.blue);
             
             //Look at target
             myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed * Time.deltaTime);
             
             if(Vector3.Distance(target.position, myTransform.position) > maxDistance) {
                 //Move towards target
                 myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
             }
 
             if(Vector3.Distance(target.position, myTransform.position) < HitBoxRadius) {
             Damage.DamageChar(Random.Range(0.01F, 0.2F));
             Debug.Log ("Is Damaging " + Char);
             }
 
         }
  
     public void EnemyDamage (float amount) {
         Health -= amount;
     }
 
     public void EnemyDie () {
         if(Random.Range(0f, 10f)< 1){
             Instantiate (Poof, transform.position, transform.rotation);
         }
             Destroy (gameObject, 3);
             EnemyAnim.SetBool ("Die", true);
     }
 
     void OnTriggerEnter (Collider other){
         if (other.gameObject == GameObject.FindGameObjectWithTag ("Bullet")){
             Destroy (other);
             EnemyDamage(Random.Range(0.01F, 0.2F));
             Debug.Log ("Bullet In Range");
             Debug.Log ("Object in Range");
         }
     }
 
 }
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