I'm finding it very easy to trigger some sort of cascading reaction with dynamic bodies where it looks like the resolver just goes wild and then Unity goes into a death spiral. Quickly chewing up more and more memory and the editor is too busy to get out of play mode, just have to hard kill Unity. This only happens when bodies are colliding, and all my tests have been dynamic colliding with kinematic or static. Joints seem to be a common thread but can't say for sure. I would think the memory usage would be a clue. Going to create a build see how it acts there, but any ideas on where to look?