Hi Have recently upgraded to 2022LTS (2022.3.4f1) from 2021LTS & am definitely seeing some super weird Rigidbody / Gfx transform behaviour since upgrading. I maintain a game agnostic Unity framework & the super basic space-invaders-alike sample project I have (which has worked fine since Unity 2017LTS) had (I fixed it) some super strange behaviour with pooled Rigidbody objects... Specifically when cycling pooled objects: acquire projectile from pool & enable, move projectile to launch position & set velocity update projectile til end of lifetime (collision or timeout) then put projectile back into pool, zero velocity, & disable goto 1 When re-enabling a previously disabled projectile it intermittently either: appears in the position it was in when disabled & continues from there appears in the position it was in when disabled for a single frame, then appears in the correct place & continues from there NOTE - the pooling code in the sample has worked fine since I first wrote it in 2017 LTS I have got a workaround / fix though... The problem seems to be some sort of transform sync issue between Rigidbody and Transform If I use only either Rigidbody.Move() or Transform.position To set the pooled object positions after enabling them then I get the issues above. However, if I use both Rigidbody.Move() and Transform.position to set the object's position after I enable it I don't get any problems. NOTES: I also experimented with making the pooled rigidbody kinematic and disabling their colliders whilst inactive and that didn't seem to make any difference I also thought this might be related to this forum post but deleting DynamicsManager.asset & re-creating it made no difference to the issue also I noticed that the 'Auto Sync Transforms' check box wasn't ticked in ProjectSettings -> Physics but checking / unchecking this doesn't seem to affect the issue either.