Instantiating objects scatter upon instantiating for some reason. Gif inside.

So here’s the code:

void Die()
    {
        Destroy(gameObject);
        GameObject[] podSpawnArray = GameObject.FindGameObjectsWithTag(podSpawnTag);
        foreach (GameObject podSpawnPoints in podSpawnArray)
        {
            GameObject podInstance = Instantiate(Pod, transform.position, transform.rotation);
        }
    }

To simplify it, I have a single sphere that upon death, instantiates 6 tinier spheres. These spheres spawn on 6 empty objects inside of the sphere, not touching each other (as far as I know.)

https://streamable.com/ct2kz

I just don’t understand why they’re doing it and ti’s driving me insane.

I think the scatter is happening because you have a rigidbody on the smaller pellets. So if they “bumb” into each other or whatever, physics will happen. I dont know what behavior your looking for but just play around with the Rididbody componant values, physics enabled object can have som awkward behavior.

If they dont have a rigidbody, show us what is on the pellet(tinier spheres) object please.