BGE: Add animated object from empty object that plays at wrong position I put the:

1a. Simple animation of a cube that moves forward and backward on layer 2.

1b. Logic brick I set always sensor to action actuator.

1c. Placed on x,y: -4,-5

2a. An empty object (any kind) on layer 1.

2b. Logic brick I set always sensor to edit object > add object > cube from layer two.

2c. Placed on x,y: 3,5

Sorry I cant put screenshot or gif or blend file for easier understanding above.

So, from layer 1, when I hit play, the cube is played in wrong position ! The cube just plays on same position from layer 2 ! It should be positioned to where empty object is added.

Even if I:


Parent both of the object
Clicked the 'add' from action actuator of the cube on logic brick
Or clicked the 'force' &lt;&lt;&lt; this works but it doesn't play the animation
Applied location (by shift + a) the cube &lt;&lt;&lt; this works but the origin is wrong placed, I want use this for collision
Using animated with armature applied to cube


Still doesn't works… Are I'm doing something wrong or missing ??? I'm desperate and I wouldn't ask to this if I could find the right solution. Any solution and even with  python,would highly appreciated. Please note that I'm very noob at this. I can't Googling with the right keyword. Help please. Thank you.
I replicated your scene based on your description. If you look closely, the cube spawns in the correct location for one frame, and then the animation forces it back because it is being animated in global space.

In layer 2, add a new empty at the center of the cube. Let's call this empty CubeAnchor. Now parent the cube to the CubeAnchor. This will make the cube animate in the CubeAnchor's local coordinate system.

Lastly, in layer 1 on your empty spawner, Spawn the CubeAnchor instead of the cube. The CubeAnchor's children will spawn with it, including your animated cube.