Accurate placed object's transform messes up on game start

I have a cube:

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That is placed over another cube:

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In the scene they are placed like this:

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As the second cube is kinematic it isn’t affected by gravity and acts as ground layer on which the cube lays. If i start the game the cubes transform and rotation messes up like this:

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This shouldn’t be that big of a problem but as the cube is affected by forces many times its direction changes massively! The only reason for the occurrence of this problem is Unity’s use of floating point variables for the position and rotation. If this really is the problem is there any way to solve this?

Thanks!

Why exactly do you think this is a problem? Your cube uses Physics, so when the game starts, it falls down a tiny amount and then should come to rest.

The position and rotation values are not at all “messed up” they are just showing that they are, very tiny values much smaller than 0. Shouldn’t cause any problems. It’s just that in the Physics world, nothing will land exactly at whole increments.