It’s weird, I’ve never seen anything like this before.
But I assume you can just use trigonometry to calculate the orientation from the dimensions of the wedge.
And then you can use Pythagoras to find the position it needs to be.
Let’s say we want it the same orientation as the wedge’s hypotenuse so that it rests on that edge,
Orientation is a vector3 of Y,X,Z.
The X and Z do values do not change as you are only tilting it on the Y axis. (First number)
After this, it’s just simple trigonometry to find the angle that the incline is in. We can use any of the sin, cos, tan functions. But let’s use tan for simplicity so we don’t have to deal with the size of the hypotenuse.
Tanx = Opposite/ Adjacent
So to find x (Angle of inclination), you just do arctan(Size of Opposite/ Size of adjacent)
(For my case, size of my wedge is 28.5, 5, 7. This means that the height (opposite) is 5, and width (adjacent) is 7). So I would do arctan(5/7) which is 35.54 degrees.
This gives you x, which you plug into the first/ third value of the orientation through explorer. (You didn’t use ctrl L for axis as the Y axis appears to be going into your wedge rather than vertically up, so I can’t determine which is X and which is Z.)
Now, if you want to find the position, let’s say to put it at the direct middle of your wedge. It’s Pythagoras. An easy way to avoid too much complicated maths is to copy the position of the wedge, then put it into the position of the block so that they share a single midpoint. You don’t even have to calculate the distance from the middle of the wedge to its diagonal plane since roblox treats the wedges like cuboids, so the midpoint IS infact its diagonal plane.
My wedge has a position of (9.25, 2.5, -2), so I just copy and paste it into the position of the part.
All you have to do now is press ctrl + L and then use the Move tool to diagonally drag it out the length of half the side of the cuboid. And voila, you have your part on the edge of your wedge without fancy tools.
My wedge had a height of 1 stud, so I just pressed ctrl + L and then moved it up by 1/2 studs, so now I have my block on the surface of my wedge.
Now, you might also want to restart studios and see if it helps if you don’t really want to do the above maths. I suspect it’s a problem to do with constraints, or a glitch out of the hitboxes, that sometimes the studio code can’t calculate for whatever reason.