Transforming and center points don't line up.

` // This chooses which room to use.
int num = 2;
if (amountofrooms < 10)
{
int temp = Random.Range(1, 8);
switch (temp)
{
case 1:
num = 2;
break;
case 2:
num = 3;
break;
case 3:
num = 4;
break;
case 4:
num = 6;
break;
case 5:
num = 9;
break;
case 6:
num = 11;
break;
case 7:
num = 13;
break;
}
}
GameObject ins = Instantiate(rh.Rooms[num], new Vector3(-9.6f * 2 + this.transform.position.x, this.transform.position.y, 0), Quaternion.identity);

``So I am trying to make a dungeon game where the dungeon is random every time. The problem is that when spawning all the rooms which are in prefabs they wont always match up ie floors wont be on the same x axis. When looking at what could be the problem I tried lots of things and found it odd that they are able to go onto of each other and are the same size and center point but when I zero them out they end up in different positions. Is there some way to fix this?

Thanks for the help, I figured out a way to create my own pivot points and it works perfectly. Creating Custom Pivots in Unity - YouTube this video shows how to create a pivot point using a empty gameobject.