How to adjust this script's object position? Only appears when played.

I am using Free 2d Plateformer kit. I need help adjusting Muzzle position. Although the muzzle object is inside the player gameobject, and it only appears when the game is run. It disappears once the game has stopped.

I tried changing in script with no luck. Please help here’s the script.

 /// <summary>
/// Fire
/// </summary>
public void Shoot()
{
// ... set the animator Shoot trigger parameter
an.SetTrigger ( "Shoot" );
audio.PlayOneShot ( currentWeapon.shotSound );
 
// If the player is facing right...
if( _Right )
{
// Create a bullet instance
Rigidbody2D bulletInstance = Instantiate ( currentWeapon.bullet, currentWeapon.muzzle.position, Quaternion.Euler ( new Vector3(0, 0, angle) ) ) as Rigidbody2D;
bulletInstance.velocity = new Vector2 ( lenX, lenY ).normalized * currentWeapon.speed;
 
if( GetComponent<PlayerView>() )
{
GetComponent<PlayerView>().Shoot ( new Vector2 ( lenX, lenY ).normalized, angle );
}
 
bulletInstance.transform.GetComponent<Bullet>().SetData ( currentWeapon.power, true );
}
else
{
// Create a bullet instance
Rigidbody2D bulletInstance = Instantiate ( currentWeapon.bullet, currentWeapon.muzzle.position, Quaternion.Euler ( new Vector3(0, 0, 180f-angle)) ) as Rigidbody2D;
bulletInstance.velocity = new Vector2 ( -lenX, lenY ).normalized * currentWeapon.speed;
 
if( GetComponent<PlayerView>() )
{
GetComponent<PlayerView>().Shoot ( new Vector2 ( -lenX, lenY ).normalized, 180f-angle );
}
 
bulletInstance.transform.GetComponent<Bullet>().SetData ( currentWeapon.power, true );
}

if i understood you correctly ,if the muzzle is instantiated then it would only appear at the runtime… but if you want to see it in the hierarchy you’ll have to manually put it in the hierarchy … or if its there in the hierarchy and it has a parent obj then reset its transform component (set is position to 0 , 0 ,0), it might be somewhere else