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Fixed in 2018.1

Fixed in 5.6, 2017.1, 2017.2, 2017.3



Found in


Issue ID




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

Scene Management


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
Fixed in 2017.1.2p3, 2017.2.0p1, 2017.3.0b5

  1. Response avatar


    Jan 12, 2018

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

Comments (43)

  1. 0e34cac96faf280850d9858607c3c57e?d=mm


    Dec 13, 2017 20:37

    @manutoo - Much appreciated! I wasn't aware that you can modify the prefab transform information before instantiating and they would be passed through. I'll give it a shot today - thanks.

  2. 6fb4d2637ba838becc92cc9bead52f96?d=mm


    Dec 11, 2017 14:25

    there's an easy workaround ; change from :
    GameObject Obj = GameObject.Instantiate(m_FxPrefab, Pos, Rot) as GameObject;
    to :
    m_FxPrefab.transform.position = Pos;
    m_FxPrefab.transform.rotation = Rot;
    GameObject Obj = GameObject.Instantiate(m_FxPrefab) as GameObject;

    If for some reason, you need the original prefab position & rotation somewhere else, then backup them & either use the saved values or restore them after the call to Instantiate().

  3. A78b31ebb4d37f96a5b896e48bfae515?d=mm


    Dec 07, 2017 21:09

    Have this problem in 2017.2.0f3

  4. 0e34cac96faf280850d9858607c3c57e?d=mm


    Dec 07, 2017 18:40

    Unfortunately, it's not in the patch notes for 5.6.4p4. I'm not sure how many weeks (months?) I'll have to delay my upcoming patch. Unity - if you think I'm being annoying, try making a game without knowing object positions.

  5. 0e34cac96faf280850d9858607c3c57e?d=mm


    Dec 06, 2017 16:55

    Is this going to be fixed for 5.6.4p4? Is there a workaround for this?

  6. 0e34cac96faf280850d9858607c3c57e?d=mm


    Nov 30, 2017 05:45

    Is there any status update on this issue? I'm worried that it won't get internal visibility because it's marked as resolved. :(

  7. 584d5bd0fc4b47548ca13a1e5594ec1b?d=mm


    Nov 23, 2017 09:44

    This is still not fixed in 5.6.4p3

    Please, please, please fix this!

  8. 584d5bd0fc4b47548ca13a1e5594ec1b?d=mm


    Nov 23, 2017 09:44

    This is still not fixed in 5.6.3p2

    Please, please, please fix this!

  9. 8b696f3ca40d6b46eb13283d6f41022c?d=mm


    Nov 21, 2017 16:14

    2017.2.0f3 personal still has this problem. Why was this issue closed?

  10. Bd7e57a5852c02332af1de6346b75b84?d=mm


    Nov 21, 2017 12:56

    This is still not fixed in 2017.2.0f3.

    Please, please, please fix this!

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