Question about cloth vertex binding

Hey guys I have a question about binding cloth vertices. Basically what I’m trying to achieve is changing the constraints of specific vertices at runtime from completely constrained to completely free. I have setup a mesh with a cloth component that has specific vertices constrained to bones that are skinned to vertices on the mesh. At runtime I want to constrain and release these vertices. I have been able to set the cloth.coefficients.maxDistance ( which I am setting to Mathf.infiniti to unbind ), and can see that the vertices i am attempting to release are “black” or unbinded, yet those vertices that i have set appear to be “semi” constrained, as in they will move with the cloth, but somehow are still “semi” binded to the cloth ( the other vertices that were never constrained before init are free in the world, but the ones that i unlock are still behaving semi constrained ). Not sure if there is a way to re initialize the vertices on the cloth at runtime, as i am assuming there is something going on underneath the hood of the cloth class during init in unity code. I have checked all exposed methods, and do not see anything that will re initialize the cloth vertices. Any help with this would be greatly appreciated.

Heres a video of the behavior I’m talking about, you can see before i simulate the corner vertex is constrained, but in my code i release that vertex, ( which is is black ), but it still seems semi constrained.