title: Stuck with spawning objects in Unity
body: <p>I'm making a 'run' game in Unity and I'm making a prototype with a ball, that has other balls following him. If the followers hit an object they get destroyed after some time. To make it so you don't run out of enemies I made a trigger that spawns new enemies. In the code this is the function <code>Addzombies</code>.</p>
  
  <ol>
  <li>How do I make them spawn not on the same point, if i run it now they
  start on eachother and bounce around as an explosion.</li>
  <li>How do i make some start in the air, i tried it but they don't
  spawn.</li>
  </ol>
  
  <p>My code:</p>
  
  <pre><code>using UnityEngine;
  using System.Collections;
  
  public class Ball : MonoBehaviour {
  
      public float InputForce;
      public GUIText guiText;
      public float rotationHorizontal;
      public AudioClip ACeffect2;
      public GameObject zombiePrefab;
  
      void FixedUpdate() {
  
          rigidbody.AddForce( Camera.main.transform.right * Input.GetAxis("Horizontal") * InputForce);
          rigidbody.AddForce( Camera.main.transform.forward * Input.GetAxis("Vertical") * InputForce);
  
          transform.position += Vector3.forward *InputForce * Time.deltaTime;
          rotationHorizontal = Input.GetAxis("Horizontal") * InputForce;
          rotationHorizontal *= Time.deltaTime;
          rigidbody.AddRelativeTorque (Vector3.back * rotationHorizontal);
  
      }
  
      void OnCollisionEnter(Collision col){
          if (col.gameObject.name == "Zombie") {
              Debug.Log ("Player geraakt, nu ben je eigenlijk dood");
          }
          if (col.gameObject.name == "Obstakel1") {
              Debug.Log ("Obstakel1 geraakt");
              audio.PlayOneShot(ACeffect2);
              InputForce = 0;
          }
          if (col.gameObject.name == "Obstakel2") {
              Debug.Log ("Obstakel2 geraakt");
          }
      }
  
      void AddZombies(int aantal){
          for (int i = 0; i &lt; aantal; i++){
              GameObject go = GameObject.Instantiate(zombiePrefab, transform.position - new Vector3(0, 0, 7 + i),Quaternion.identity) as GameObject;
              Zombie zb = go.GetComponent&lt;Zombie&gt;();
              zb.target = gameObject.transform;
          }
      }
  
      void OnTriggerEnter(Collider col) {
          Debug.Log ("Enter" +col.name);
          if (col.tag == "AddZombies"){
              AddZombies(4);
          }
      }
  
      void OnTriggerExit(Collider col) {
          Debug.Log ("Leaving with" +col.name);
      }
  }
  </code></pre>