removed alreadyGrabbedOnce bool and checking if rigidbody isKinematic instead. only setting the physics on if they are off right now. assigning rigidbody on start instead of using getComponent on item release
moved VobMeshCullingManager.I.StopTrackVobPositionUpdates(gameObject); to the bottom of the release method sometimes there would be an error with vob mesh culling and that would stop physics from being re-enabled on item release
fixed checks in VobMeshCullingManager to make sure it never adds the same game object to the dictionary
this is a fix to bug reported on discord here -> https://discord.com/channels/1000261958668406874/1221494186935586866
removed alreadyGrabbedOnce bool and checking if rigidbody isKinematic instead. only setting the physics on if they are off right now. assigning rigidbody on start instead of using getComponent on item release moved VobMeshCullingManager.I.StopTrackVobPositionUpdates(gameObject); to the bottom of the release method sometimes there would be an error with vob mesh culling and that would stop physics from being re-enabled on item release
fixed checks in VobMeshCullingManager to make sure it never adds the same game object to the dictionary