I've created a pile of spheres (with some walls around them so they can't role away) using regular SphereColliders and Rigidbodies, and then dragged them into a subscene, when I hit play, this pile of spheres behaves pretty weirdly. Rather than the spheres resting in a pile nice and still, many of the spheres seem to spin in place, as if they are all infinitely slippery. Their positions remain constant, but their rotations are changing at a constant rate. I don't have any code interacting with these entities.
This doesn't happen with regular PhysX gameobjects, but I'm seeing this for entities with both UnityPhysics and Havok... what gives?
I've tried adding a PhysicsStep component, increasing the solver iteration count seems to make them spin slower (but doesn't eliminate the spin entirely), changing "synchronise collision world" or "EnableSolverStabilizationHeuristic" doesn't seem to have any effect, neither does toggling multithreaded
I've attached a pic (just imagine this, but some balls spinning in place!), easily reproducable in a fresh project