Was gonna post this in the physics section but it’s a support forum so I thought this was more reasonable.
Inspired by this thread I actually played around a bit with the physics engine to see how rigidbodies behave at incredibly low y coordinates as they experience floating point accuracy degradation.
At y=-100,000 we see the lighting starts to have problems:

At -500,000 the cube mesh (collider and rendered) will start to jump around. Here we see it’s grown a little tumor on the top left, and the top right corner is starting to warp noticably:

At -5,000,000 our cube ceases to be a cube and the camera is having problems just with the skybox:

As it passes into -100,000,000, only one cube face renders at all:

We can turn it back into a 3d shape again by simply scaling the transform up to 10 units, but the renderer is still having serious problems:

At this point the rigidbody’s velocity is massive, but the cube wont move anymore. I’m guessing this is because the velocity, though large, is still less than the smallest increments between values as per the massive exponent scaling up the mantissa.
I assume it will never actually reach float.NegativeInfinity unless you set the velocity directly, because if the velocity is say, -10,000,000, accelerating by -1ms^-1 will still result in -10,000,000. So it’s not the position stopping it, it’s the velocity (which will never grow).
Anyway thought that was interesting so there you go ![]()