Instantiated object is not visible in game

NOTE: ignore black box, its for testing

Initial player:

Instantiated player:


using UnityEngine;

public class DeathCheck : MonoBehaviour
{
    public GameObject paintBall;
    public GameObject expEffect;    
    public AudioSource splatSound;
    public Transform shotPoint;
    public Transform spawnPoint;
    public float ExpDeviation;
    public float cooldown;
    float cooldownTime;

    private void Start()
    {        
        gameObject.name = "Player";
        cooldownTime = Time.time + cooldown;
    }
    // Update is called once per frame
    void Update()
    {
        Debug.Log("Time: " + Time.time);
        Debug.Log("CooldownTime: " + cooldownTime);

        if (Time.time > cooldownTime)
        {
            if (Input.GetButton("Fire1"))            
                Death();            
        }        
        
    }

    void OnCollisionEnter2D(Collision2D collision)
    {
        if (Time.time > cooldownTime)
        {
            if (collision.gameObject.tag == "Deadly")
                Death();
        }
    }

    void Death()
    {        
        Respawn();
        Destroy(gameObject);
        Debug.Log("Boom!");
        splatSound.Play();

        //Creates 20 balls with random rotations
        for (int i = 0; i < 20; i++)
        {
            float dev = Random.Range(-ExpDeviation/2, ExpDeviation/2);
            float rotZ = i * 18 + dev;
            transform.rotation = Quaternion.Euler(0f, 0f, rotZ);
            Instantiate(paintBall, shotPoint.position, transform.rotation);
        }

        //Explotion Effect
        Instantiate(expEffect, shotPoint.position, transform.rotation);
        
               
    }
    
    void Respawn()
    {
        GameObject newPlayer = Instantiate(gameObject, spawnPoint.position, Quaternion.identity);        
    }
}

I found the problem, my spawn point was on a different z position then my player, causing it to become invisible

I think the issue is with line 52: transform.rotation = Quaternion.Euler(0f, 0f, rotZ); here you are the transform of your player as a temporary variable. You should make a new transform for that Transform temp; outside the loop to create less garbage.