LevelGenerator after Checkpoint Respawn Not Aligning Tiles Properly

Pretty new at this, so apologies if I’m missing an easy bit of logic. Basically, I have a Crossy Roads style LevelGenerator that is called by the Manager at Start() and to build 30 tiles, then the LevelGenerator creates a tile everytime the player jumps forward. I have two different scales of tiles; some tiles are 2 units on the z, some are one unit.
Works great until you respawn at a Checkpoint. When you respawn, I reset the levelgenerator’s Vector3 to match the player, then recently the nearest fix I have done is pass in this line:

		levelGenerator.lastPos = Checkpoint.reachedPoint.z + 46.5f;

The 46.5 offset seems to work sometimes and sometimes not. I believe it is because, as I mentioned, some tiles are scaled 2 z, so randomly 30 levels could be at most 60 tiles and at least 30 tiles. Here’s my code for the LevelGenerator:

public class LevelGenerator : MonoBehaviour 
{
	public List<GameObject> platform = new List<GameObject> ();
	public List<float> height = new List<float> ();


	private int rndRange = 0;
	public float lastPos = 0;
	private float lastScale = 0;
	public bool isVisible = false;

	public void RandomGenerator ()
	{
		rndRange = Random.Range ( 0, platform.Count );
		for ( int i = 0; i < platform.Count; i++ )
		{
			CreateLevelObject ( platform _, height *, i );*_

* }*
* }*

* public void CreateLevelObject ( GameObject obj, float height, int value )*
* {*
* //how we set the pieces in.*

* if ( rndRange == value )*
* {*
* GameObject go = Instantiate ( obj ) as GameObject;*
_ float offset = lastPos + ( lastScale * 0.5f );
offset += (go.transform.localScale.z ) * 0.5f;_

* Vector3 pos = new Vector3 ( 0, height, offset );*
* go.transform.position = pos;*
* lastPos = go.transform.position.z;*
* lastScale = go.transform.localScale.z;*
* go.transform.parent = this.transform;*
* }*
* }*
}
Basically, I think the difference of the 1 and 2 on the lastScale is causing the issue. Is there any simple way that I could have the manager check for the number of tiles the LevelGenerator is returning on Start() or perhaps force it?

Solved it. Turns out that it was an issue in the manager. The for loop was before the code to move the levelgenerator. If this happens to you and you have a level gen making tiles over the other, check that everything is in order first.