Network Instantiation messing up transform component

I have two projects for the game I am currently working on: a game server project and a client project. I am currently working on instantiating the player.

I noticed a very weird error: the object instantiates just fine on the server, but when I instantiate the player object on the client and the state synchronization is turned off, the object’s position, scale, and sometimes rotation get changed to extremely precise numbers. E.g: 8.645486e-39 or 1.03397e-38.

However, I checked multiple times and I already disabled every script that dealt with player movement to troubleshoot the issue. I also tried to make my own Network.Instantiate function, but that had the same problem. Additionally, I can instantiate any other prefab (all prefabs are in Resources) and the problem dissapears.

So it would seem it’s only a problem with my player object, but the transform components of the prefabs are identical on the server and client. I really have no idea what could be going on here. Any help is appreciated.

I am now sure that the problem is on the client only, but I discovered something else.
I put some debug.logs into the one script I had attached to the player object, and I found out that on Awake(), the transform.position is indeed at (0, 0, 0). However, on the very first Update(), the transform.position becomes (2359611000000000000000000000000.0, 0.0, 0.0), and the x only increases from there. I’m still 100% sure that there are no scripts affecting the player object.