How can I change position of instantiate objects (clones)?

I created a series of sphere clones in my game. After that I adapted the scale so that they appear smaller. However, now there is a gap between these spheres … and I would have to change the position of this instatiate game objects. I changed my code already exactly at this position but nothing happens. So please I need your help!
How can I do this? I would have very small spheres which are located near together.

Here the code:

using UnityEngine;
using System.Collections;

public class SineWave : MonoBehaviour {


	private GameObject plotPointObject;
	private int numberOfPoints= 100;
	private float animSpeed =1.0f;
	private float scaleInputRange = 8*Mathf.PI; // scale number from [0 to 99] to [0 to 2Pi] //Zahl vor Mathf, Anzahl Bön 
	private float scaleResult = 2.5f; // Y Achse Range 
	public bool animate = true;




	GameObject[] plotPoints;


	// Use this for initialization
	void Start () {

		if (plotPointObject == null) //if user did not fill in a game object to use for the plot points
			plotPointObject = GameObject.CreatePrimitive(PrimitiveType.Sphere); //create a sphere


		//add Material to the spheres , load material in the folder Resources/Materials 
		Material myMaterial = Resources.Load("Materials/green", typeof(Material)) as Material;
		plotPointObject.GetComponent<MeshRenderer> ().material = myMaterial;


		//change the scale of the spheres 
		//plotPointObject.transform.localScale = Vector3.one * 0.5f ;
		plotPointObject.transform.localScale -= new Vector3(0.5f,0.5f,0.5f);


		plotPoints = new GameObject[numberOfPoints]; //creat an array of 100 points.
		//plotPointObject.GetComponent<MeshRenderer> ().material =Material.Load("blue") as Material


		//plotPointObject.transform.localScale -= new Vector3 (0.5F, 0.5F, 0.5F); //neu: change the scale of the spheres


		for (int i = 0; i < numberOfPoints; i++)
		{
			plotPoints *= (GameObject)GameObject.Instantiate(plotPointObject, new Vector3(i - (numberOfPoints/2), 0, 0), Quaternion.identity); //this specifies what object to create, where to place it and how to orient it*
  •  }*
    
  •  //we now have an array of 100 points- your should see them in the hierarchy when you hit play*
    
  •  plotPointObject.SetActive(false); //hide the original*
    
  • }*
    And here a screenshot of how it looks like for the moment:
    [65523-screenshotrtfd.zip|65523]*

@sportente
heres what i am using… and its kinda klunky, in that simulation speed is poor for many particle/clone water simulation…remember to ASSIGN THE RIGIDBODY TO YOUR OBJECT TO CLONE, and also to DRAG IT TO THE PLACE ON THE SCRIPT WHERE THE “PUBLIC” SHOWS UP.

====
// before start routine

public Rigidbody2D tearrb;

float x=0;// pick values of x, dx, y, dy to whatever you need

float y=0;

float dx=1;

float dy=1;// pick values of x, dx, y, dy to whatever you need

// in update routine

Rigidbody2D clone;

x=4; // pick values of x, dx, y, dy to whatever you need

y=4;

dx=1; // pick values of x, dx, y, dy to whatever you need

dy=1;

       clone2 = Instantiate(tearrb, new Vector2(x, y), tearrb.transform.rotation);

      clone2.position += new Vector2(dx, dy);

Destroy(clone2, 10f); // remove this line if u dont want to destroy/remove your clone

=== tell me if u can get something working ;]