Hello. It's a common thing to me when small tweaks made to physics engine wrapper (or underlying PhysX) in a new editor version break my game object behavior. Is it possible to separate physics into a package, so I can lock its version and be independent from editor version?
That's not possible at the moment, and I'm not aware of any plan in that direction. However, you may use alternate physics engines that have integration with Unity, such as Bullet Physics: https://assetstore.unity.com/packages/tools/physics/bullet-physics-for-unity-62991
Yeah, I already tried it, but it performs a lot slower. That's another reason why I want physics engine to be detached from the core.
Indeed. But I see physics engine to perform more like Scriptable Render Pipeline. I heard of Ape Engine some time ago. It showed more impressive results than stock PhysX wrapper. To complete my post, I gave up fighting with (Unity) physics, which tend to be broken between releases and continued to make games without physics.