Adjusting Quaternion.identity

Is there a way to combine the two lines of code here into one? Can I add something at the end of the “Quaternion.identity” to rotate the prefab within the Instantiate command? I am doing a lot of instantiating and then rotating so a shortcut would be very helpful.

p6 = Instantiate (pref, Vector3(6, .4, -3.5), Quaternion.identity);
p6.transform.Rotate(0,90,0);

Why don’t you set things up so you don’t have to, though? Create an empty GameObject as the parent of the prefab and have the real object set its rotation relative to that, use existing GameObjects as the spawn point (position/rotation), etc…

Thanks Matthew. That did what I wanted.
As to setting the rotation of the prefab relative to a parent GameObject, I have given it some thought, but I am afraid I don’t get the advantage - wouldn’t that be just as much coding?