trouble spawning objects

Im working on a game where I have a series of objects spawn in a grid pattern. I have an array setup that randomly picks spawn points and objects to spawn. My problem is that when I try to spawn a cube object it immediately has velocity and floats away. The objects need to stay put until interacted with. I tested other objects and spheres spawn just fine with no movement till they are clicked on.

The spawned objects only have this scripting for the time being. I was thinking of adding a line to freeze movement till clicked, but was curious why they would spawn that way to begin with.

private var timer : float = 0.0;
static var clicked : boolean = false;
private var fadeaway : float = 0.0;
static var deltaTime : float;

function start(){
	timer += Time.deltaTime;

}

function OnMouseDown(){
	//Debug.Log("you clikced me");
	this.renderer.material.color = Color.red;
	this.transform.Rotate(Vector3(45,0,0));
	this.transform.localScale.x = 0.75 * this.transform.localScale.y;
	clicked = true;
 /* if the thing you click has rigidbody then you could make it start spinning or moving:
 this.rigidbody.AddRelativeTorque (4, 10, 0); */

 /* We can control other objects! suppose there is another cube called "cube2": 
	var othercube = GameObject.Find("Cube2");
	othercube.renderer.material.color = Color.yellow;
 othercube.transform.Translate(0, 1, 0); */
}


function Update () {
	if(clicked == true){
		Debug.Log("clicked me");
		fadeaway += Time.deltaTime;

	}
	
	if(fadeaway >= 1){
		rigidbody.AddRelativeTorque (0, -1.0 * 100 * Time.deltaTime, 0);
		rigidbody.velocity = transform.TransformDirection(Vector3(0,10, 10));
}	
	if(fadeaway >= 5){
		this.renderer.enabled = false;
		Debug.Log("bye bye");
		
	}	


}

Is there a possibility that the “cube” overlaps another object when it is created? This would cause the solver to go crazy and throw it out.

Yep you were right had left over box collider hanging in there. Thanks for your help.