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Fixed in 2018.1.X
Fixed in 5.6.X, 2017.1.X, 2017.2.X, 2017.3.X
Votes
36
Found in
5.6.3p3
Issue ID
953068
Regression
Yes
Game object transform.position is incorrect after Object.Instantiate after Awake() function call
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
-
Liaram
Oct 21, 2017 11:57
I'm having this issue in Unity 2017.2.0f3 as well. Awake is defiantly called at the prefab's original position and not the supplied instantiate position. Prewarmed particles also briefly appear at the original prefab position.
-
TheJimz
Oct 20, 2017 21:14
So no fix for Unity 5.6 ?
-
TheJimz
Oct 16, 2017 21:35
This is not fixed in 5.6.4f1.
-
Jodwig
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.
-
dvoidis
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. -
nas4eva
Sep 26, 2017 02:16
This issue produce critical bug. Our company's project were stuck.
-
adex0909
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;
}
} -
jannis99
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.
-
dvoidis
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 2017.2.0f1problem does not occur in 2017.2.0xb6
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karl_jones
Jan 12, 2018
The fix for this will be available in the following patches:
5.6.5p1
2017.1.2p3
2017.2.0p1
2017.3.0b5