private void TransitionKinematic(PhysxPrim physxPrim) { //if the prim is selected, we want to leave it as a kinematic for a bit longer if (physxPrim.Selected) { this.KinematicChanged(physxPrim); return; } //if the prim is physical, it doesnt belong in here if (physxPrim.IsPhysical) { _trackedObjects.Remove(physxPrim); return; } //otherwise, this prim is a good candidate to be made static //note that there is no need to run this through meshing etc //as kinematics are "static" in the eyes of the mesh cache physxPrim.MakeStatic(); }