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Question by Lupus · Sep 08, 2015 at 09:11 AM · positionpositioning

Instantiate in wrong position

I have a missile launcher and want to fire missile from is. The script I have for it is:

 void Update () {
         if(Input.GetKeyDown(KeyCode.Mouse0)) {
             Transform start;
             if (right) {
                 start = gameObject.transform.Find("FireRight");
             } else {
                 start = gameObject.transform.Find("FireLeft");
             }
             Instantiate(prefab, start.position, start.rotation);
             right = !right;
         }
     }

FireRight and FireLeft are empty objects for the position relative to the launcher.

The problem is that the missiles appear in wrong position. They appear a bit up and to the right where they should. The distance between the missiles is right, but the initial position is not, does anyone knows what could be the problem?

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avatar image Hellium · Sep 08, 2015 at 08:45 AM 0
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Are you sure the pivot of the prefab is correctly positionned ?

avatar image Hellium · Sep 08, 2015 at 08:49 AM 0
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$$anonymous$$ore over, your code will be more efficient like this :

 public Transform[] SpawnPoints ;
 private int currentSpawnIndex = 0;
 
 void Update () {
     if(Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.$$anonymous$$ouse0))
     {
         Instantiate(prefab, SpawnPoints[currentSpawnIndex].position, SpawnPoints[currentSpawnIndex].rotation);
         currentSpawnIndex = (currentSpawnIndex + 1) % SpawnPoints.Length ;
     }
 }

In the Inspector, Drag & Drop the FireRight and FireLeft transforms in the array SpawnPoints.

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