These models are refusing to go to their assigned positions

I’m attempting to make a plate game to warmup my brain a little and so far I’ve coded around 20 events that could happen in the game. They’re probably unbalanced as of now, but that’s besides the point.
One of the events is a joke on Horrific Housing. It spawns a house that looks similar to the Horrific Housing houses with the text “new house who dis :thinking:” (its meant to be corny)

Another one of the events is an event that spawns a mailbox on your plate with a package that has a pipe bomb in it.

The problem is, both of these models spawn just a little bit higher than the plate. I assume this is because of the forcefield I have around the plate to detect how many players are in each plate. But I literally have no idea how this would affect the house’s and the mailbox’s spawning positions.
Screen Shot 2024-11-12 at 10.14.30 AM
The forcefield has both CanCollide and CanQuery off. (I turned off CanQuery after, because I thought it would solve the problem :man_shrugging: )
Screen Shot 2024-11-12 at 10.16.14 AM
Here is the plate’s layout if that helps.
Screen Shot 2024-11-12 at 10.17.05 AM
The MailboxPosition and the HousePosition are right here ^^, yet they choose to spawn UP HERE.
Screen Shot 2024-11-12 at 10.18.09 AM

Here’s the relevant code if you want to see.
Screen Shot 2024-11-12 at 10.04.48 AM

(Yes, I made sure that the MailboxPosition and the HousePosition are still where they’re supposed to be while playing the game, these models refuse to spawn at them, though.)

If there are any obstructions where the model is to be moved, such as Terrain or other BaseParts, the model will be moved vertically upward until there is nothing in the way. If this behavior is not desired, PVInstance:PivotTo() should be used instead.

Maybe try this?

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