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Fixed in future release



Found in


Issue ID




Game object transform.position is incorrect after Object.Instantiate after Awake() function call

Asset and Scene Management



Priority: 2Necessary for shipping a final release


Severity: 3Workaround is possible

How to reproduce:
1. Download attached project files and open "test" Scene
2. Enter Play mode. Notice now the world-space location in Awake is printing the prefab location as opposed to the location passed to instantiate:
Parent(Clone): World-space location: (-10.0, 20.0, 0.0)
Child: World-space location: (-10.0, 20.0, 0.0)

Not reproduced:
1. Open project with Unity 5.6.3p2 and hit "play". Notice that "World-space location" printed in SpawnLog.Awake now outputs location as expected according to SpawnPrefab-script:
Parent(Clone): World-space location: (50.0, 100.0, 0.0)
Child: World-space location: (50.0, 100.0, 0.0)

Actual result: Instantiate(Prefab, new Vector3(50, 100, 0), Quaternion.identity) applies world position incorect in Debug.Log(transform.postion) after Awake() function call

Reproduced with: 5.6.3p4, 2017.1.1p3, 2017.2.0f1, 2017.3.0b2
Not reproduced with: 5.6.3p2, 2017.1f1, 2017.2.0b8, 2017.3.0a5
Regression since: 5.6.3p3

Response avatar


Oct 19, 2017

The fix for this will be available in the following patches:

Comments (7)

  1. F74a5d0646a3fe1aebde2c436e7a3c9c?d=mm


    Oct 16, 2017 21:35

    This is not fixed in 5.6.4f1.

  2. 0927b87e0d6cf58e6a225245a3d45bcc?d=mm


    Oct 13, 2017 17:05

    It happened in 2017.1.p1 and in future patches too, while it was totally fine still in 2017.1.f1.

  3. F7dd45640ced2bc8b5c72357650d18fd?d=mm


    Oct 13, 2017 12:17

    Still same problem i 2017.2.0f3 . Can somebody please look into this?
    Why is this bug set to FIXED when its clearly not.

  4. 584d5bd0fc4b47548ca13a1e5594ec1b?d=mm


    Sep 26, 2017 02:16

    This issue produce critical bug. Our company's project were stuck.

  5. A921920aa16bcd27426578708d5384f5?d=mm


    Sep 25, 2017 10:33

    I am having the same problem.

    Character character = Instantiate(loadedObject, position, rotation) .GetComponent<Character>();

    // class Implementation
    class Character : MonoBehavior
    void Awake()
    // "forward" value is not applying rotation (working in 5.6.3p2)
    myForward = transform.forward;

    void Start()
    // "forward" value is applying rotation
    myForward = transform.forward;

  6. 999bd6bc8597052c3d827bb649a1b3a5?d=mm


    Sep 23, 2017 16:31

    This may be connected to this fix in 5.6.3p3: (none) - Graphics : Fixed TrailRenderer not recording the first position when instantiated using a position and rotation value.

  7. F7dd45640ced2bc8b5c72357650d18fd?d=mm


    Sep 23, 2017 12:51

    having this issue since 2017.2.b11 . object position is the prefab position in Awake and OnEnable instead of the one supplied to Instatiate. it totally ruins my project :(.
    same issue with 2017.2.0f1

    problem does not occur in 2017.2.0xb6

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