Continuous-sink absorption · Cubes sink continuously based on overlap depth, not a fixed 0.25 s timer. Drive-by absorption works — no need to stop. Once a cube has started sinking, it commits and finishes even if the hole moves on.
AbsorbInto coroutine ran for a fixed 0.25 s — lerping the cube to a captured target then destroying it.AbsorbableObject.Update. Each frame, iterate PrototypeGameManager.Instance.Actors, find the eligible hole with the deepest XZ overlap, sink toward it.baseSinkSpeed (2) + depthSinkSpeed (5) * depth. Pull rate (XZ): basePullSpeed (4) + depthPullSpeed (6) * depth. Deeper overlap = faster consumption.SphereCollider triggered OnTriggerExit, which made the script think 'no overlapping hole' and start recovering.requiredHoleRadius exceeds the hole's current radius → cube wobbles once on entry, doesn't sink. Same as before.