When i duplicate my enemys they all become chunky

Godot Version

4.7.2

Question

When i spawn enemys they all become big and i get a fat error with their move and slide reading:

E 0:00:01:052 normal.gd:39 @ _physics_process(): body_test_motion was passed an invalid transform along with body ‘%s’. This results in invalid scaling for shape at index %d. A scale of (51.363056, 12.658639, 63.848831) is not supported by Jolt Physics for this shape/body. The scale will instead be treated as (42.623508, 42.623508, 42.623508).
<C++ Source> modules/jolt_physics/spaces/jolt_physics_direct_space_state_3d.cpp:288 @ _body_motion_cast()
normal.gd:39 @ _physics_process()

This is the code i use to spawn the enemies, im new to godot so i may be missing something!

func _ready() -> void:
	for WaveNum in range(1, 3):
		var TableLayout = WaveLayouts["Wave "+str(WaveNum)]
		for val in TableLayout:
			print(str(val))
			if typeof(val) == TYPE_STRING:
				var mob = FindMob(val)
				var newmob = mob.instantiate()
				var random_x = randf_range(3, 5)
				var random_y = randf_range(1, 1)
				var random_z = randf_range(3, 5)

				# Apply the random position to the node's transform
				newmob.global_position = Vector3(random_x, random_y, random_z)
				newmob.scale = Vector3.ONE
				var plrpath = get_node("PlayerModel").get_path()
				newmob.set("player_path", plrpath)
				get_node("NavigationRegion3D").add_child(newmob)
				print("spawned "+val)
				
			elif typeof(val) == TYPE_INT:
				await get_tree().create_timer(val).timeout

Post the code that causes the error.

class_name Enemy

extends CharacterBody3D

@export var player_path : NodePath

var player = null
@export var Speed := 5.5
@export var DamageVal := 12
@export var Health := 5
var Attacking = false
var Sneering = false

const RANGE = 3
const RANGESNEER = 9.3

@onready var nav_agent = $NavigationAgent3D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
	player = get_node(player_path)
	Speed = 5.5
	#scale = Vector3.ONE

func _physics_process(_delta: float) -> void:
	velocity = Vector3.ZERO
	
	nav_agent.set_target_position(player.global_position)
	var next_nav_point = nav_agent.get_next_path_position()
	velocity = (next_nav_point - global_position).normalized() * Speed
	look_at(Vector3(player.global_position.x, player.global_position.y, player.global_position.z), Vector3.UP)
	
	if target_is_in_range() and Attacking == false:
		Attacking = true
		Speed = 0
		hit_player()
		Speed = 5.5
		Attacking = false
	
	move_and_slide()
	

func hit_player():
	if target_is_in_range():
		player.TakeDamage(DamageVal)

func target_is_in_range():
	return global_position.distance_to(player.global_position) < RANGE

func Sneer_is_in_range():
	return global_position.distance_to(player.global_position) < RANGESNEER
	
func TakeDamage(Damage) -> void:
	Health -= Damage
	if Health <= 0:
		queue_free()

though weirdly enough, when i put the enemy scene by hand in game it doesn’t go all crazy