void HandleLinkedRigidbody(OptitrackRigidbody rb)
        {
            Vector3 p = rb.transform.position;

            float yOffset = OptiTrackOSCClient.GetPosition().y;
            float diff    = physicalY - (p.y - yOffset);

            p.y += t.position.y + diff;

            rb.transform.position = p;
        }
 void Start()
 {
     //Create objects
     for (int i = 0; i < objects.Count; ++i)
     {
         GameObject         g  = new GameObject("OSC-" + objects [i].name);
         OptitrackRigidbody rb = g.AddComponent <OptitrackRigidbody>();
         rb.rigidbodyName           = objects [i].name;
         rb.prefab                  = objects [i].prefab;
         rb.deactiveWhenMissing     = objects [i].deactivateWhenMissing;
         rb.deactivateWhenUntracked = objects [i].deactivateWhenUntracked;
         g.transform.parent         = transform;
     }
 }