How do you detect if model is inside of Part?

i have this intentionally anchored model that i am moving using positing
it will move to the mouse3position and stop when it reaches there

for the most part i got things down except for stopping it

i cant get my head around checking vector3s so i gave that up
magnitude doesnt help since i dont have experience with that
i tried touched event but it cant detect model that is using positioning to move

the solution that i am trying to make it work right now is have a part positioned to the mouse3position
and when the model touches that part it will fire a signal telling the model to stop moving

this is the script im using

local Tower = workspace.Conscript

local RemoteEvent = game:GetService("ReplicatedStorage").C

RemoteEvent.OnServerEvent:Connect(function(Player, Mouse3Position)
	
	workspace.Part.Position = Mouse3Position
	
	local MouseXValue = Mouse3Position.X
	local MouseZValue = Mouse3Position.Z
	
	local PrimaryPartPosition = Tower.PrimaryPart.Position
	
	Tower:SetPrimaryPartCFrame(CFrame.new(PrimaryPartPosition, Vector3.new(MouseXValue, PrimaryPartPosition.Y, MouseZValue)))
	--the above is a set up to set things up in the right place
	
	while --[[if model not touched part]] do
		--moves model in the direction i want
		Tower:SetPrimaryPartCFrame(Tower.PrimaryPart.CFrame + Tower.PrimaryPart.CFrame.LookVector*1)
		wait()
		
	end
	
end)

What if you try using a bool value in the model, when it touches the part, you can change the value to false, and kills the movement of your model

i need to tell the game WHEN to change the bool first before i can move on to changing the bool

Oh :doh:, well then perhaps try using a touched event:

function StopMoving(hit)
   local StopPart = hit.Parent.FindFirstChild("Part")
   if StopPart.Name == "Stopper" then --I'm saying stopper since, well I'd name it like that
      --Your function lol
   end
end

Model.Touched:Connect(StopMoving)

I can’t be too sure about this bit of code that I wrote, since I literally made it up in my head, but lets see if it works.