NavAgent Not In CurrentLocation at Runtime..

I have my player at a start point on the platform as pictured below… but when ever i run it, he is placed off the platform. Kind of wierd cause i dont have anything stating for it to offset its transform… Code of my click to move script as well…

Script Below:

public class ClickToMove : MonoBehaviour {

    public float _baseSpeed;
    private bool isWalking;
    Animator playerAnim;
    Animator liftAnim;
    public GameObject lift;
    NavMeshAgent agent;
    void Start ()
    {
        playerAnim = GetComponent<Animator> ();
        liftAnim = lift.GetComponent<Animator> ();
        agent = GetComponent<NavMeshAgent> ();
        //playerAnim.SetBool ("walking", true);
    }
    void Update ()
    {
     

        if (Input.GetMouseButtonDown(0))
        {

            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hitInfo;
            if (Physics.Raycast (ray, out hitInfo)) {


                GetComponent<NavMeshAgent> ().SetDestination (hitInfo.point);

            }

        }



        if(Vector3.Distance(agent.destination, agent.transform.position)<=agent.stoppingDistance){

            if (!agent.hasPath || agent.velocity.sqrMagnitude == 0f) {
                playerAnim.SetBool ("walking", false);

            } else if (Vector3.Distance (agent.destination, agent.transform.position) > agent.stoppingDistance) {

                playerAnim.SetBool ("walking", true);
            }
                }
    }

    void OnCollisionEnter(Collision col)
    {

        if (col.gameObject.tag == "buttonTop") {

            Debug.Log ("Hitting Button");
            liftAnim.SetBool ("down", true);

        }

    }
}

Never Mind… Its my animator… Will Repost In animation forum.