As you can observe from the picture 1 and 2, sphere collider receives strong vertical impulse while colliding with an edge, while having normal impulse in the middle of polygon. Previewed in grey is static mesh collider. When the ball rolls down only by gravity pull, this is barely noticeable, represented as tiny hiccups. But as soon as I add either linear or angular velocity, the ball starts jumping with a greater contact velocity resulting in larger jumps. Is this an expected behavior, does it have something to do with DOTS Physics being cache-less? If the answer is yes, does it mean I'll need to alter the results after SimulationCallbacks.Phase.PostCreateContacts ? Any advice much appreciated.