public void StartPhysics(GameObject physicObj, float mass, bool delayPhysics = false)
{
KAS_Shared.DebugLog("StartPhysics(PhysicChild)");
if (this.physicObj == null) {
this.physicObj = physicObj;
physicObjRb = physicObj.AddComponent<Rigidbody>();
physicObjRb.mass = mass;
physicObjRb.useGravity = false;
if (delayPhysics) {
physicObjRb.isKinematic = true;
StartCoroutine(WaitAndPromoteToPhysic());
} else {
physicObjRb.velocity = part.Rigidbody.velocity;
physicObjRb.angularVelocity = part.Rigidbody.angularVelocity;
physicObj.transform.parent = null;
}
} else {
KAS_Shared.DebugWarning("StartPhysics(PhysicChild) Physic already started! Ignore.");
}
}