Rotating a Vector3 in Instantiation

Trying to make it so that an object will instantiate GameObjects, but in such a way that the position assigned to the new objects will be along the local axis of the instantiating object.

What I’ve got -

void CubeType1 () {
		GameObject.Instantiate(holo_block, transform.position + (new Vector3(0f,0f,0f)), transform.rotation);
		GameObject.Instantiate(holo_block, transform.position + (new Vector3(0f,1f,0f)), transform.rotation);
		GameObject.Instantiate(holo_block, transform.position + (new Vector3(1f,0f,0f)), transform.rotation);
		GameObject.Instantiate(holo_block, transform.position + (new Vector3(1f,1f,0f)), transform.rotation);
	}

I have it set up so that it will create a 2x2 square of blocks, but yeah. I’ve explained my issue ._.

If you have a legitimate answer, I will greatly appreciate it :smiley:

Nevermind! Found the answer!

GameObject.Instantiate(holo_block, transform.TransformPoint(new Vector3(0f,0f,0f)), transform.rotation);