Need instantiated objects to spawn at transform NOT at origin?(Solved)

I was instantiating objects either side of my spawner on the x axis. Which worked fine, just enter how many units +/- along the X axis and they would happily appear.

Now we jump to my 2nd scene and I couldn’t figure out why the spawned objects were nowhere to be seen. After some head scratching I realised they were spawning ‘inside’ the terrain. Eventually I’ve realised that in scene 1 the spawner was 0,0,0 origin and the objects spawned xxx either side.

However in scene 2 my spawner is about 80 units further along the x axis but my instantiated objects are still spawning either side of origin.

IEnumerator SpawnWaves ()
	{
		yield return new WaitForSeconds (startWait);
		while (true)
		{
			for (int i = 0; i < hazardCount; i++)
			{
				Vector3 spawnPosition = new Vector3 (Random.Range (-spawnValues.x, spawnValues.x), spawnValues.y, transform.position.z);
				Quaternion spawnRotation = Quaternion.identity;
				Instantiate (hazard, spawnPosition, spawnRotation);
				yield return new WaitForSeconds (spawnWait);
			}
			yield return new WaitForSeconds (waveWait);
		}
	}

I’m not 100% sure that’s what was happening but its the only thing that makes sense as to why the objects are spawning out of position. So how do I make it so still spawn withing the ranges I set as ‘spawnvalues’ BUT make that value based on the transforms actual position.

???

Line 8 should be:

Vector3 spawnPosition = transform.position + new Vector3 (Random.Range (-spawnValues.x, spawnValues.x), spawnValues.y, 0);

You should add the spawner’s current position to spawnPosition:

Vector3 spawnPosition = transform.position + new Vector3 (Random.Range (-spawnValues.x, spawnValues.x), spawnValues.y);