[C#] Equip weapon from Inventory

I want to make a weapon-equip system and here is my try:

    public Item currentWeapon;

	public Item.ItemMunitionType munitionType;
	public Transform playerHand;
	public Transform equippedeItem;

	public float reloadTime;
	public float fireRate;
	public float projectileSpeed;

	public int range;
	public int damage;
	public int roundsPerBurst;

	public bool canBurst;
	public bool fullAuto;

    if(Input.GetKeyDown("2"))
		{
			currentWeapon = inventoryScript.equippedPrimary;

			equippedeItem = currentWeapon.itemTransform;
			projectileSpeed = currentWeapon.itemProjectileSpeed;
			range = currentWeapon.itemRange;
			fireRate = currentWeapon.itemFireRate;
			reloadTime = currentWeapon.itemReloadeTime;
			damage = currentWeapon.itemDamage;
			roundsPerBurst = currentWeapon.itemRoundsPerBurst;
			canBurst = currentWeapon.itemCanBurst;
			fullAuto = currentWeapon.itemFullAuto;
			munitionType = currentWeapon.itemMunitionType;

			equippedTransform (equippedeItem);
		}
		
	}

	private void equippedTransform (Transform transform)
	{
		Transform selectedItem = Instantiate(transform, playerHand.position, Quaternion.identity) as Transform; 
		selectedItem.parent = playerHand;
		selectedItem.localPosition = Vector3.zero;
		selectedItem.localRotation = Quaternion.identity;
	}

Of course the “If(Input.GetKeyDown(“2”))” is in the update void. The problem is that the Transform won’t show up.

Item is a class I wrote but it’s not necessary to know for that.

The reason is that you cannot instantiate a Transform, what you should be doing is instantiating a GameObject, which’ll give you an empty gameobject with a transform that you can manipulate.

private void equippedTransform (Transform transform)
    {
        GameObject selectedItem = new GameObject("SelectedItem");
        selectedItem.transform.position = playerHand.position;
        selectedItem.transform.rotation = Quaternion.identity;
        selectedItem.parent = playerHand;
        selectedItem.localPosition = Vector3.zero;
        selectedItem.localRotation = Quaternion.identity;
    }