transform.position sends object to wrong position

I have a really simple code where a player enters a collider (teleport) and gets moved to another position. When i look in the unity editor, its position is not what I assigned it to (it moves to some place between the right position and the teleport.
I’m not using any child objects.

Here is the code assigned to the teleport object.

void OnTriggerEnter(Collider collider){
    if(collider.gameObject.CompareTag ("Player"))
    {	
           Teleport();
    }
			
    }	
	
	void Teleport()

    {
	     PlayerController.pc.myTransform.position = new Vector3(10f, 10f, 0f);
	     PlayerController.playerSpeed = 0;
	}
}

(I got the same results without the teleport method where I just implement the teleport code in the OnTriggerEnter method) I have tried localPosition aswell.

For the player I just have a translation code in the update method and code for rotation based on user input.

Do anyone have a solution for me?

Its landing position can differ widely, it can be close to the right position or close the the teleport, which is very very strange

Thankfull for help

In the example in the void Teleport() you can see the assigned value of the teleport position.

  PlayerController.pc.myTransform.position = new Vector3(10f, 10f, 0f);

If you want to see PlayerController script here it is:

using UnityEngine;
using System.Collections;

public class PlayerController : MonoBehaviour {

public static float playerSpeed = 5f;
public GameObject player;
public Transform myTransform;
public static PlayerController pc;	
public static Movement move;


	// Use this for initialization
	void Start () {
	
	pc=this;

	// Instantiate gamemode (type of rotation)	
	move = new MovementRound();

		
		
	myTransform = transform;
		
	// Instantiate position
	myTransform.position = new Vector3(0,0,0);
	
	
				
	}
	
	// Update is called once per frame
	void Update() {
	
	//Rotation
	move.Move();
		
	//Translation    
	myTransform.Translate (Vector3.left * Time.deltaTime * playerSpeed);
			
		
    }
	
	//Destroy object
	void OnTriggerEnter(Collider collider){
		if (collider.gameObject.CompareTag ("Maze")){
			Debug.Log ("Collision");
			Destroy(gameObject);
		}				
	}
}