Quick answer: On drop, set isKinematic false (and re-enable gravity), then optionally pass the hand's velocity so the object falls and keeps the throw momentum.
An item you pick up and then drop just hangs in the air. It was switched to kinematic to track the hand, and nobody flipped it back. Restoring dynamic physics on release fixes it. Here is how.
How to fix it
1. Re-enable dynamics on drop
When releasing, set rb.isKinematic = false and rb.useGravity = true so the object rejoins the simulation and falls under gravity again.
2. Carry throw velocity
Set rb.velocity (and angularVelocity) from the hand's tracked motion at release so a thrown object flies with the momentum of the throw rather than dropping straight down.
3. Restore the collider
If you disabled or set the collider to trigger while held to avoid pushing the player, set it back to a solid collider on release so the dropped object collides with the world.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.