Hi I know it's in preview, so I was having a good look at DOTs physics before maybe using it for an upcoming game. As a basic test I made a stack of cubes and I was unpleasantly surprised to find that Unity Physics doesn't seem to be able to stably simulate a stack of 4 cubes without it falling over. It's entirely possible that I've made some sort of mistake in the setup so I thought I should check in here. I've got one stack of regular monobehaviour physics cubes: one stack of non-DOTs physics components converted using the Convert To Entity and one stack of cubes converted by Convert to Entity using the Physics Body & Physics Shape when I press play in the editor the legacy physics cubes land in a stable stack, both stacks of DOTs physics cubes initially land stable-ish, then they slide about and fall over: I've attached the unity project in case it helps get to the bottom of it. I was also wondering if this was a known issue, as I recall reading in the docs that the new Unity Physics system is stateless, and I know that lots of objects in static contact is actually a tricky problem which physics engines I've used before use cached contacts to help deal with.