GameObjects floating around sphere colliders?

Hi, I’m kinda having problems with sphere colliders. I’ve got a sphere which acts as a waypoint with a sphere collider but without a rigidbody. I’m suppose to instantiate cubes prefab which acts as another kind of waypoint which my FPC will move along the spehere waypoints and once it hits the cube collider, it stops. The cube has a box collider and rigidbody.

I’m just wondering why are some of the instantiated cubes floating when i click inside the sphere collider? I want the cubes to be flat on the ground like some of the other cubes outside the sphere collider. Take a look at the picture below… Sorry if it’s confusing. (:

Anyone can help me with this? ):

Cube has box collider, and the sphere has sphere collider.

The cube is a moving element. If it were to touch the sphere, it would collide (due to the rigidbody + collider combinaison).

Either you put the rigidbody IsKinematic On (no more physics), or you remove the rigidbody.

Try setting the sphere’s collider to a trigger, and then use OnTriggerEnter() to detect when they reach the sphere waypoint.

Hmmmm. I did IsKinematic On already.
and My sphere is already the triggering one… But still cant get it to work. ):
The floating yellow cube is stagnant by the way.
Maybe my explaination was kind of confusing.

Okay, on play, my screen will be that mini map at the bottom right of the picture. The red dot you see it’s my FPC.
There are sphere way points located along the paths. The yellow cubes are cubes that i’ve instantiated on play with a click.

But from the picture, you can see that one of the cube which is within the sphere collider, is floating. ):
How is it possible to make the cube be inside the sphere collider but not float like that?
I need it to be flat on the ground because the red dot will move along the path and when it hits the cube collider,
it will stop. But now the cube is floating, i can’t get my FPC to stop at the cube. D:

Thanks for trying to help! (: