Fetching can be unpredictableFixed
I had a player send me the following videos.
I'm not sure if restricting where the player can look when spawning (not down) is best or basing the vehicle spawn on the location of the player is best. 
Make it unlisted instead of private
Whoops! :)
This plugin uses the location the player is looking at to spawn or fetch the car, if you are looking at your feet the car will land on you.
        private Vector3 GetIdealCarPosition(BasePlayer player)
        {
            Vector3 forward = player.GetNetworkRotation() * Vector3.forward;
            Vector3 position = player.transform.position + forward.normalized * 3f;
            position.y = player.transform.position.y + 1f;
            return position;
        }​
K. thanks. May just need to do an additional calculation to prevent the player from smushness just in case it would spawn on top fo them. (I take back the word unpredictable)
On my vehicle spawner custom plugin I made the vehicles spawn a fixed distance away from the player to the East and get said position's ground height so that the vehicle doesn't get fall damage when it spawns.
The implementation was supposed to spawn at a fixed distance in front of the player (regardless of their vertical aim). This was always the case when testing (many hours testing) so I'm surprised to find this is happening.

Since these videos are just about fetching, I assume the position calculation is working, as it's shared between spawn and fetch, so it's probably a nuance of the teleportation behavior. I know there are some issues when fetching really far, like it takes a few seconds to appear. I can look into that as part of this.

I was thinking about eventually implementing something like what runescape mentioned for spawn height but havent gotten around to it since it's only an issue if you are spawning on a significant slope, and there are still some edge cases to get right with that sort of logic.

Merged post

I tested and confirmed the fixed distance calculation was indeed following player vertical aim. The original code for this plugin didn't but at some point I simplified it before the first release and didn't notice it through the course of normal testing.

I released v4.0.1 which fixes that, as well as the car needing its network group to be updated or it would be invisible for a few seconds when fetching really far. Once it was visible, I noticed that the car would often have angular velocity applied for no apparent reason when fetching over a long distance, which would cause it to rotate and potentially crash into things. To fix this, I just disable angular velocity for one second after the car is fetched.
5f1792699e67b.jpg WhiteThunder
I released v4.0.1 which fixes that, as well as the car needing its network group to be updated or it would be invisible for a few seconds when fetching really far. Once it was visible, I noticed that the car would often have angular velocity applied for no apparent reason when fetching over a long distance, which would cause it to rotate and potentially crash into things. To fix this, I just disable angular velocity for one second after the car is fetched.

Thank you! Greatly appreciated!

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