Defining the distance using Transform.RotateAround

Hi. I am making a circular moving enemy and I was able to ensure that it moves correctly. However, after duplicating that from the prefab I noticed that the duplicate rotates from a far distance away from the center point in which it is required to rotate around closely. How do I define the distance using the transform.Rotatearound code below:

void OrbitAround() {
        transform.RotateAround(point.position, Vector3.forward, speed * Time.deltaTime); //rotate around
        transform.eulerAngles = new Vector3(0f, Mathf.Clamp(3 * 90f, -90, 0), 0f); //stay in position
    }

You can store the position of the first prefab by doing something like:

Vector3 desiredPositon = target.transform.position - prefab.transform.position;

Then, when you instantiate the second prefab, set the position of that instance to desiredPosition.