I am not sure if I am encountering a bug or if my vector addition method is flawed but basically what I am doing is trying to offset the position of where my bullets start firing from the player. This seemed to work in Unity iPhone 1.7 but it seems to be broken in using Unity 3.0 for iPhone.
Basically, I am adding a trying to offset the instantiate position in the z (or forward) direction, of my bullets by doing something like this:
Vector3 playerOffsetPos = player.position + new Vector3( 0, 0, 1) ;
For some reason, this offsets the instantiated object in the z direction on the editor properly , but on the iphone, it isn’t doing the same thing. It seems as if the z value of Vector 3, is being applied to the y value and thus I have no access to the z value.
Is my math/logic flawed or is this a bug? Is there a workaround by the way? 
So if no here has encountered this, is there another something else I can try to offset a Vector3?
Hi skygunner,
I was not able to reproduce this issue. Maybe you can provide a small reproducible project? If you can then send a bug report and write “For Andrius” in the first line of the bug report. I’ll look into.
Thanks.
Andrius Kuznecovas
QA Engineer
Profas,
Thank you for looking into this. The fact that you can’t reproduce it on your end makes me believe that there is some flaw in my game logic. I will try to get to the bottom of it and if it turns out to not be my code, I will send you the trouble project/files.
Thanks again. 
Try adding the vector’s components directly (ie, add X to X, Y to Y, Z to Z) and set the results back to a new vector. This is what the built-in vector addition should be doing internally. If you get the same problem with component-wise addition then it definitely suggests a error in your game logic somewhere.
Thanks andeeee.
I remember someone giving me this piece of advice when I first started using Unity and it worked then. I moved on to other issues but I’ll try to see if this works.