Bit of an odd one, i have a motion system in dots that controls a space ships thrusters and in this scenario allows it to make a smooth turn around a defined turn axis. The current code when run in Burst, is pretty much bang on a circular radius (this is done via newtonian physics so not displacement/Velocity driven), however when i wanted to debug something i disabled burst and the behavior is completely different, the ship gets to the point at which i want it to make a smooth turn and it ends up making a rounded square in effect. Spent a few hours till i realized it was only when i turned on/off burst that the problem occurred. In one sense the right behavior is the burst one so you could argue its not a problem, but just for my own sanity (and so i can debug it effectively) could someone hypothesize why i might be seeing different results and if this is common? I'm using the unity.mathematics library 1.2.6 with burst 1.6.6 and 0.51 dots (I have yet to brace moving on to 1.0 as I'll have to rewrite all my authoring and change methodology). I cant really show a code sample as its too large to share and in any case works. Ive not really come across such a huge repeatable difference between burst and non-burst results before, in particular with burst being the right ones!