/** Handle special case for this part, where we snap it to the proper position and rotation on the object */ public override void Repair() { gameObject.transform.localPosition = targetLocalPosition; gameObject.transform.localRotation = targetLocalRotation; //check ovr values OVRGrabbable grabbableComponent = gameObject.GetComponent <OVRGrabbable>(); //NO TIME grabbableComponent.SetNewKinematic(true); }