Quick answer: Spawn using world-space positions (or convert correctly), watch parenting that applies an offset, and verify the spawn point and any rotation are in the space you expect.
Objects appearing in the wrong place is usually a coordinate-space or parenting mistake. Getting the space right fixes it. Here is how.
How to fix it
1. Use the right coordinate space
Mixing local and world space is the common cause — a local offset used as a world position, or vice versa. Decide the space, convert when needed, and set the spawn position consistently in it.
2. Watch parenting offsets
Spawning an object as a child applies the parent's transform, so a world position becomes relative and shifts. Spawn unparented and set the world position, or account for the parent's transform.
3. Verify the spawn point and rotation
Confirm the spawn point you read is the one you intend, and that rotation is applied in the right space too. A spawn at the origin or a rotated offset usually traces to reading the wrong transform.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every your game error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.