1 item (1 fix)
GetAllComponents<T> (and every Scene/GameObject component query) skips disabled components, so a distance cull that toggles ModelRenderer.Enabled and then re-queries each frame silently loses exactly the objects it just disabled — a census under-reports and a re-enable pass can never find its own objects. Capture renderer references once at spawn instead. ClothingContainer.Apply adds child renderers a self-only capture misses.
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