Mesh.CombineMesh() results in different heights between objects

Hi,
I’m trying to create a Minecraft like Terrain. So each Chunk contains 16 * 16 blocks which should be combined into one mesh.
To reach this, I wanted to use Mesh.CombineMesh();
The problem is, that the height between the Chunks is different after I created the Chunk mesh.
[67199-problem.png*_|67199]

I won’t have this problem if I don’t combine the mesh.
Is there a way to remove the height difference between the meshes?

This is my code, it might help! Thankful for any help!

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class Chunk : MonoBehaviour {

	public void generateChunk(int chunkWidth, int chunkHeight, int chunkLength, float heightModifier, float perlinSize){
		List<MeshFilter> meshfilters = new List<MeshFilter>();
		for(int x = 0;x < chunkWidth;x++){
			for(int z = 0;z < chunkLength;z++){
				float h = Mathf.PerlinNoise((gameObject.transform.position.x * perlinSize) + (float)(x * perlinSize), (gameObject.transform.position.z * perlinSize) + (float)(z * perlinSize));
				h *= heightModifier;
				GameObject block = GameObject.CreatePrimitive(PrimitiveType.Cube);
				block.transform.SetParent(gameObject.transform);
				block.transform.localPosition = new Vector3(Mathf.RoundToInt(x), Mathf.RoundToInt(h), Mathf.RoundToInt(z));
				meshfilters.Add(block.GetComponent<MeshFilter>());
			}
		}

		CombineInstance[] instance = new CombineInstance[meshfilters.Count];
		for(int i = 0;i < meshfilters.Count;i++){
			instance_.mesh = meshfilters*.sharedMesh;*_

instance_.transform = meshfilters*.gameObject.transform.localToWorldMatrix;
meshfilters.gameObject.SetActive(false);
}
gameObject.AddComponent().mesh = new Mesh();
gameObject.GetComponent().mesh.CombineMeshes(instance);
gameObject.GetComponent().mesh.Optimize();
gameObject.GetComponent().mesh.RecalculateBounds();
gameObject.AddComponent().material = meshfilters[0].gameObject.GetComponent().material;
}
}

The GameObject that chunk script attached to, is it position at origin (0,0,0). If not can you try to move it to origin and try again.