Random Physbones on avatar stop working in Unity + Game

Some physbones on an avatar I’m attempting to set-up were working fine in Play mode for a awhile, but at some point they just stop working.
I uploaded it anyways thinking it was just a Unity bug and wouldn’t carry over in game. It carried over to in-game and doesn’t work for those specific bones.
The weight painting is fine and still follows the bone by manual manipulation. It is not a weight painting issue!

The “Gizmo” outlines are visibly moving like how they should be when the avatar is in motion, but the mesh is no longer following those specific bones in Play mode/game. All other physbones on the avatar will continue to work, just not whichever random bones decide to eventually stop working. (i.e. Chest, ears, etc.)
Physbone settings for those that ask:

Screenshot

I’ve tried these and hasn’t worked:
Removing them and reapplying new Physbones
Removing extra packages that aren’t the SDK (ex. VRCFury, MA, etc.)
Restarting Unity (ofc)
Making a new Project (half/temporarily worked?)
*Note: there are no animations manipulating the physbones

What worked once:
Importing the avatar into a New Project and resetting up the avatar from scratch and without going into Play mode directly uploaded to the game
(This isn’t ideal as I’d like to add onto the avatar in the future and can’t keep making new projects without testing everytime.)

Using SDK 3.8.2
Other Packages: Modular Avatar, VRCFury, Gogoloco, Poiyomi, Liltoon, + Pumpkin Avatar Tools

May have found the cause!
I cannot layer a Physbone Script with Contact Receiver Scripts on the same bone, or even layered under the same bone as one-another on a Child Object.

Using the Root Transform for the Contact even outside of the Physbone will break the Contact from actually working also, but if I use a Parent Constraint script with the Contact Receiver script outside of the Physbone it works totally fine!
Optimization may go down a little with a Constraint added.. but the gimmick will work. :sweat_smile: