Fix hand going Non-Kinematic when only hand.physics is false and humaonid.physics is true
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@ -455,7 +455,7 @@ namespace Passer.Humanoid {
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AddTrackedRigidbody(trackedRigidbody);
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}
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if (humanoid.physics && grabbedRigidbody)
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if (this.physics && grabbedRigidbody)
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AdvancedHandPhysics.SetNonKinematic(handRigidbody, colliders);
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// This does not work in the editor, so controller input cannot be set this way
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@ -796,7 +796,7 @@ namespace Passer.Humanoid {
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Object.DontDestroyOnLoad(grabbedObject);
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}
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if (humanoid.physics)
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if (this.physics)
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AdvancedHandPhysics.SetNonKinematic(handRigidbody, colliders);
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if (grabbedRigidbody)
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