Ok. At your suggestion in the script, I added some nodes that I thought in the graph. The meaning was, from the array created to contain the instances added in the script, for each element, set as a variable, take its transform and compare it with that of the default scene root (0,0,0) if they match, destroy the component. Something has changed, that is, the problem is fixed but halfway. Because now, what happens, the mesh that no longer spawns at point 0, spawns perfectly in all the other points where it should do so, while the other mesh that still spawns at point 0, no longer spawns in the other rooms. Also at the end of the simulation, I have an error accessing an array element. What do you think? It’s a bit strange.