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Rigidbody Physics Problems Moving from Unity 3 to Unity 5

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We have a project that we're trying to move from the last version 3.5.7 to Unity 5. We don't have any problems with the U3 version but when we run the build from U5, we see a vehicle jump hundreds of meters after a few frames. Sorry I can't post code, but the vehicle has a rigid body used to move it. There are also two other rigid bodies on articulated parts attached by hinge joints. When I turn those off or make them kinematic, I don't get the jump, but I can't find any place in the code that is controlling the articulated parts outside of physics. Plus, the jump occurs between two FixedUpdate calls. There are also 3 other kinematic rigid bodies on the vehicle. They're used for getting velocities. Has anybody else seen problems with physics after ugrading to Unity 5?

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