In this video see how the cube ‘sticks’ to the pusher and hovers over the abyss before falling?
The cube is a non-kinematic rigidbody (standard Unity 1x1 cube, no friction or drag, affected by physics).
The pusher is a kinematic rigid body (not affected by physics, just moves from A to B).
Replacing the kinematic pusher with a non-kinematic rigidbody with constant force results in the correct physical behaviour - the cube tips over as soon as it reaches the edge and falls.
Why does a kinematic rigidbody mess up the non-kinematic cube’s physics behaviour?
Why would pushing using a kinematic rigid body prevent a non-kinematic object from falling properly? Aren’t kinematic objects supposed to apply the same forces as non-kinematic ones, except they don’t react to physics themselves?
That’s seems odd ^^. Are your cube and the pusher well separated at first (isn’t the cube inside the pusher a lite bit ?) And what material are your using on thoose colliders ? have you tried friction-less once ?
Also, did you change the settings on the rigidbody or the gravity? (mass and drag espacially) High drag will result in air feeling “thick” for example, maybe it could do that.