Hi we ran into an issue with characters that have to fall a long way penetrating through reasonably thick floor colliders and discovered it was caused by gravity accumulation being able to increase infinitely leading to extremely high character speeds. Feels like locomotion would benefit from an option to limit that i.e. MaxGravityAccumation or something (it's also more realistic as objects should have a terminal velocity). We fixed it locally on our characters with:
C#:
void LateUpdate() {
if (m_Locomotion.GravityAccumulation != 0) {
m_Locomotion.GravityAccumulation = Mathf.Min(m_Locomotion.GravityAccumulation, 0.7f);
}
}