Mesh generation through ArrayMesh, altering global_position changes mesh size?

Godot Version

4.22

Question

I am playing around with generating the mesh for tiles. I first create a basic grid with an offset, then use those grid points to generate vertices for hexagons. I create the mesh using MeshArray and set the global_position of the mesh to the original grid point (the hexagons center). when I do this though, it seems to alter the size of the mesh being generated (specifically making them significantly smaller, to the point that they no longer touch sides).

I have run into this while changing up the order of the functions, and in previous grids I have created through mesh. Why would global_position affect the mesh size?

var size:float = 5
var width:float
var height:float
var horizontal_spacing:float
var vertical_spacing:float
@onready var tile_prefab = preload("res://tile.tscn")

var hexs:Array #array of all hexagons
var grid:Array #grid of center positions

func _ready():
	hexs = []
	grid = []
	height = 2 * size
	width = sqrt(3) * size
	horizontal_spacing = width
	vertical_spacing = 3 * height / 4
	print("height: ", height, ", width: ", width, ", hor: ", horizontal_spacing, ", vert: ", vertical_spacing)
	
	var start_position = $Camera3D.global_position
	start_position.y = 0
	generate_grid(5,3, start_position)
	for c in grid:
		var tile = tile_prefab.instantiate()
		add_child(tile)
		tile.create_mesh(generate_hex_vertices(c), [1,2])
		#tile.get_child(0).rotate(Vector3(0, tile.global_position.y, 0), deg_to_rad(90))
		tile.global_position = c

f

unc generate_grid(row:int, col:int, start_pos)->void:
	#generate grid normally
	var offset_row:bool = false
	var offset_value:float = 0
	for z in range(col):
		for x in range(row):
			if offset_row:
				offset_value = horizontal_spacing / 2
			var new_pos = Vector3(
				start_pos.x + x * horizontal_spacing - offset_value, 
				start_pos.y,
				start_pos.z + z * vertical_spacing)
			grid.append(new_pos)
			print(new_pos)
		offset_row = !offset_row
		offset_value = 0

func generate_hex_vertices(center:Vector3)->Array:
	var verts:Array = []
	for i in 6:
		verts.append(hex_corner(center, size, i))
	var vertices:Array = [
		center, verts[1], verts[0], #lower left
		center, verts[2], verts[1], #left
		center, verts[3], verts[2], #upper left
		center, verts[4], verts[3], #upper right
		center, verts[5], verts[4], #right
		center, verts[0], verts[5], #lower right
		]
return vertices

func hex_corner(center, size, i)->Vector3:
	var angle_rad = deg_to_rad(60 * i) #60 degrees for each vertex
	var x = center.x + size * cos(angle_rad)
	var z = center.z + size * sin(angle_rad)
	return Vector3(x, center.y, z)


tile.gd


@onready var m = $MeshInstance3D
func create_mesh(verts:Array, indices:Array)->void:
	#create mesh
	var mesh_data = []
	
	#load in vertices
	var vertices = PackedVector3Array(verts)
	mesh_data.resize(ArrayMesh.ARRAY_MAX)
	mesh_data[ArrayMesh.ARRAY_VERTEX] = vertices
	#mesh_data[ArrayMesh.ARRAY_NORMAL] = PackedVector3Array(norms)
	#mesh_data[ArrayMesh.ARRAY_INDEX] = PackedInt32Array(indices)
	
	#load data
	m.mesh = ArrayMesh.new()
	m.mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, mesh_data)
	#global_rotate(Vector3(0,1,0), deg_to_rad(90))`Preformatted text`