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Bur anyway, I do still consider it a bug in a physics game. I can understand the same bridge giving a different result on different systems, but AFAIK floating point operations are still deterministic on the same system, so they're doing something strange to get non-deterministic behaviour on a single machine.
Although floating point can also be responsible for there inconsistencies, the starting issue is that bodies are created at run-time.
In the current implementation of Box2D in Unity (Physics2D), creating, destroying, and re-creating the exact same bodies and constrains can lead to very small differences, which compounded by complex bridges and fast moving vehicles can result in very different outcomes.
It is something we're looking into and hopefully will improve on in the near future.
Thanks for your help!