VPS - Spawner's position did not work as intended

Hello, I tried to copy and edit the script - spawner.ts from ‘Studio: Splat Playground’ into my custom VPS project studio. But the spawned balls didnt show like in the simulator.

import * as ecs from '@8thwall/ecs' 

const colors = [
  '#ff3b30', '#ff9500', '#ffcc00', '#4cd964', '#5ac8fa', '#007aff', '#AD50FF', '#ff2d90',
]

const hexToRgb = (hex) => {
  hex = hex.replace(/^#/, '')

  let r, g, b

  if (hex.length === 3) {
    r = parseInt(hex[0] + hex[0], 16)
    g = parseInt(hex[1] + hex[1], 16)
    b = parseInt(hex[2] + hex[2], 16)
  } else if (hex.length === 6) {
    r = parseInt(hex.substring(0, 2), 16)
    g = parseInt(hex.substring(2, 4), 16)
    b = parseInt(hex.substring(4, 6), 16)
  } else {
    throw new Error('Invalid hex code')
  }

  return { r, g, b }
}

const spawner = ecs.registerComponent({
  name: 'sphere-spawner',

  schema: {
    spawnInterval: ecs.f32,
    sphereRadius: ecs.f32,
    sphereMass: ecs.f32,
    spawnPositionX: ecs.f32, // Custom X-axis position
    spawnPositionZ: ecs.f32, // Custom Z-axis position
    spawnHeight: ecs.f32,    // Spawn height adjustment (Y-axis)
  },

  schemaDefaults: {
    spawnInterval: 150,
    sphereRadius: 0.03,
    sphereMass: 1,
    spawnPositionX: 0,  // Default position on X
    spawnPositionZ: 0,  // Default position on Z
    spawnHeight: 2,     // Default spawn height
  },

  data: {
    lastSpawnTime: ecs.f64,
  },

  add: (world, component) => {
    component.data.lastSpawnTime = world.time.elapsed
  },

  tick: (world, component) => {
    const currentTime = world.time.elapsed
    const { spawnInterval, sphereRadius, sphereMass, spawnPositionX, spawnPositionZ, spawnHeight } = component.schema
    const { lastSpawnTime } = component.data

    if (currentTime - lastSpawnTime >= spawnInterval) {
      const sphereEntity = world.createEntity()

      // Use custom X, Z, and Y positions
      world.setPosition(sphereEntity, spawnPositionX, spawnHeight, spawnPositionZ)

      ecs.SphereGeometry.set(world, sphereEntity, { radius: sphereRadius })

      const randColor = hexToRgb(colors[Math.floor(Math.random() * colors.length)])

      ecs.Material.set(world, sphereEntity, {
        r: randColor.r,
        g: randColor.g,
        b: randColor.b,
        roughness: 0,
        metalness: 0,
      })

      ecs.Collider.set(world, sphereEntity, {
        shape: ecs.ColliderShape.Sphere,
        radius: sphereRadius,
        mass: sphereMass,
        restitution: 0.6,
        friction: 0.3,
        rollingFriction: 0.1,
        spinningFriction: 0.1,
      })

       


      world.time.setTimeout(() => {
        world.deleteEntity(sphereEntity)
      }, 10000)

      component.data.lastSpawnTime = currentTime
    }
  },

  remove: (world, component) => {
    // Clean up code if needed
  },
})

export { spawner }

Did you adjust the spawn position in the component properties?