My script will not let me enable RigidBody.

It is supposed to enable / disable isKinematic which it does do. But when kinematic = false, it shows that it equals false, but doesn’t actually equal false. Then I click the checkbox to see what happens when I do it manually. It is still false, but now actually falls down like it is supposed to.

var RagdollSystem : GameObject;

var Stomach : GameObject;
var Abs : GameObject;
var Chest : GameObject;
var LShoulder : GameObject;
var LUpArm : GameObject;
var LLowArm : GameObject;
var RShoulder : GameObject;
var RUpArm : GameObject;
var RLowArm : GameObject;
var Neck : GameObject;
var LHip : GameObject;
var LUpLeg : GameObject;
var LLowLeg : GameObject;
var LFoot : GameObject;
var RHip : GameObject;
var RUpLeg : GameObject;
var RLowLeg : GameObject;
var RFoot : GameObject;
var FullB : GameObject;

function Start () {

}

function Update () {

if(Check == false) {
RagdollSystem.GetComponent(Ragdoll).Ragdoll = false;
}
if(Check == true) {
RagdollSystem.GetComponent(Ragdoll).Ragdoll = true;
}

if(Check == false) {
Stomach.GetComponent(Rigidbody).isKinematic = true;
Abs.GetComponent(Rigidbody).isKinematic = true;
Chest.GetComponent(Rigidbody).isKinematic = true;
LShoulder.GetComponent(Rigidbody).isKinematic = true;
LUpArm.GetComponent(Rigidbody).isKinematic = true;
LLowArm.GetComponent(Rigidbody).isKinematic = true;
RShoulder.GetComponent(Rigidbody).isKinematic = true;
RUpArm.GetComponent(Rigidbody).isKinematic = true;
RLowArm.GetComponent(Rigidbody).isKinematic = true;
Neck.GetComponent(Rigidbody).isKinematic = true;
LHip.GetComponent(Rigidbody).isKinematic = true;
LUpLeg.GetComponent(Rigidbody).isKinematic = true;
LLowLeg.GetComponent(Rigidbody).isKinematic = true;
LFoot.GetComponent(Rigidbody).isKinematic = true;
RHip.GetComponent(Rigidbody).isKinematic = true;
RUpLeg.GetComponent(Rigidbody).isKinematic = true;
RLowLeg.GetComponent(Rigidbody).isKinematic = true;
RFoot.GetComponent(Rigidbody).isKinematic = true;
FullB.GetComponent(Rigidbody).isKinematic = true;
}

if(Check == true) {
Stomach.GetComponent(Rigidbody).isKinematic = false;
Abs.GetComponent(Rigidbody).isKinematic = false;
Chest.GetComponent(Rigidbody).isKinematic = false;
LShoulder.GetComponent(Rigidbody).isKinematic = false;
LUpArm.GetComponent(Rigidbody).isKinematic = false;
LLowArm.GetComponent(Rigidbody).isKinematic = false;
RShoulder.GetComponent(Rigidbody).isKinematic = false;
RUpArm.GetComponent(Rigidbody).isKinematic = false;
RLowArm.GetComponent(Rigidbody).isKinematic = false;
Neck.GetComponent(Rigidbody).isKinematic = false;
LHip.GetComponent(Rigidbody).isKinematic = false;
LUpLeg.GetComponent(Rigidbody).isKinematic = false;
LLowLeg.GetComponent(Rigidbody).isKinematic = false;
LFoot.GetComponent(Rigidbody).isKinematic = false;
RHip.GetComponent(Rigidbody).isKinematic = false;
RUpLeg.GetComponent(Rigidbody).isKinematic = false;
RLowLeg.GetComponent(Rigidbody).isKinematic = false;
RFoot.GetComponent(Rigidbody).isKinematic = false;
FullB.GetComponent(Rigidbody).isKinematic = false;
}

}

I have had the same problem, and the solution I found was to also enable and disable gravity on the rigidbodies. Otherwise they just remain still in the air until something hits their collider.