Script is reading from prefab instead of instance

I have a player Prefab with a few scripts attached to it. This prefab is instantiated 4 times from a for loop, each at its own location.

            void InstantiateChar(int x, int y, string nome){
          GameObject instance = Instantiate(player, new Vector3 (x, y, 0f), Quaternion.identity) as GameObject;
          instance.GetComponent<CharacterTemplate>().namae = nome;

            for (var i = 0; i < chars.Count; i++) {
              InstantiateChar(chars<em>.x, chars_.y, chars*.namae);*_</em>


This is working perfectly, but, when I call a transform.position from a script attached to any instantiated player, even though in the inspector every player has a different position, the transform.position always returns the position of the prefab.
This is also true for other things like, I set the HP variable of one of the players to 0 (and the inspector reflects that), but when called from one of the scripts it always shows the prefab value.
How can I correct this and get the transform.position of the instance and not of the prefab?

It is difficult to determine without seeing the rest of your script but the issue seems to be with the arguments that are being passed in: chars_.x, chars*.y*_
I can’t see what you are storing in chars_.x and chars*.y*
Here is what I came up with:
public GameObject player;
public List chars;_

void Start()
* for (var i = 0; i < chars.Count; i++) {*
_ Vector3 currentPosition = chars*.transform.position*
* //OPTIONAL: Added a new argument, the transform of the gameobject the player will be instantiated ontop of,
//it will child the instantiated object to the gameobject in the scene*

* InstantiateChar(currentPosition.x, currentPosition.y, currentPosition);

void InstantiateChar(int x, int y, Vector3 currentPosition){
* //player is already a gameobject, no need to assign the gameobject variable as a gameobject, just instantiate it.*
* Instantiate(player, new Vector3 (x, y, 0f), Quaternion.identity, currentPosition);*