I created a test project to see how different mobile resolutions affects Unity's 2D Physics.
They way I handled the resolutions was to contain all the objects (including non-UI objects) in a Canvas and use a Canvas Scaler component to adjust for multiple resolutions. Although this approach is probably not one of the ways the Canvas was not meant to be used, it works well when working with a single orientation.
Despite the quick solution to handle the multiple resolutions, there seems to be the issue of the physics acting differently depending on what aspect ratio is being used.
Images can be viewed here: https://i.stack.imgur.com/mszoX.jpg
The green and blue blocks both have the Rigidbody2D and Box Collider 2D components. The floor (big white block) only has a Box Collider 2D component.
As you can see from the images above, the different aspect ratios cause the blocks to collide with the floor at different times. Also, when using rigidbody.addforce in the Y direction, the different aspect ratios cause the blocks to jump at different heights.
Obviously these issues could cause an unfair advantage in a game with support for several resolutions.
So how would I go about adjusting the physics so that the blocks fall and jump at the same rates relative to the different resolutions?
Also if there is a more practical way to adjust for multiple resolutions that doesn't involve a plugin and doesn't break physics, let me know!