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I've had some feedback from my game that "gravity feels weird and moon-like". After some investigating I found that some of my objects do indeed behave as though they are on the moon. I can confirm the scale of these objects is correct -- the issue appears to be with the rigidbody itself.

In the video below I have 4 BBQ's. All the BBQ's have the same rigidbody with mass 75kg, no interpolation and discrete collision detection.

https://gfycat.com/thatpartialarmyworm

The BBQ's are setup as follows (by the red number above them):

  1. A single box collider around the whole mesh
  2. Many smaller child box colliders for detailed collision
  3. Many smaller child box colliders for detailed collision with COM and inertia tensor manually overridden to match BBQ #1
  4. Many smaller child box colliders for detailed collision but with a duplicated collider in the top half 30 times

The results are:

  1. Natural motion, "normal" gravity
  2. Unexpected, gravity can feel very slow at times
  3. Closer to BBQ #1 but still not perfect
  4. Exaggerated effect but clearly gravity (inertia) does not feel normal

(cross posted on Unity Forums)

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