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Question by Wingmann · Jul 12, 2017 at 05:00 AM · transformparticlesystemtransform.positionimpact

Instantiating gameobject creates it at second impact point

Hello guys, sorry for the butchered title. In my project I have a projectile fired from an irrelevant gameobject. When this projectile impacts a surface, it creates a particlesystem and deletes itself. However, when it impacts a surface, it creates the particlesystem at the last projectile's impact point, rather than it's current one. Here is my code:

 public GameObject impact;
 void Start () {
     impact = Resources.Load("ProjectileImpact") as GameObject;
 }
 void OnCollisionEnter(Collision other)
 {

         GameObject impactSystem = Instantiate(impact) as GameObject;
         impact.transform.position = this.transform.position;
         Destroy(this.gameObject);

 }

What's causing it to use the previous impact point? Am I missing something?

Edit: This also persists over different editor game sessions, EG the particle effect will appear at the last projectile from the previous session.

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