OK I have done some more digging into things and I see now that all the objects regardless of mass are falling at the same rate.
It turns out that I was scaling WalkSpeed by the same factor I was scaling the character size to get them to walk at a visually normal speed, and I was also multiplying JumpPower by that same factor. This was my own error, obviously.
Some of the floaty effect that I was talking about was that players are able to topple each other over by simply pushing them around, especially if they had non-standard animations on their avatar. I also noticed characters being tripped by landing on oddly shaped parts. This sort of behavior conflated with my improper scaling of jump power led to me to believe there was something going on weird with physics when scaling.
That said, there IS something weird going on with physics when the player is at scale, but I think that I can overcome it with a few fixes. I have already “fixed” improper accessory scaling by cloning the players accessories, destroying them, then parenting the cloned ones to the character again.
Now I need to fix the jump issue at hand. What I need is the player to appear to be jumping to the normal playerheight/jumpheight ratio at all scales. I haven’t discovered any math that makes sense to me to do this.
For example, if the player is scaled 5x their normal height, a JumpPower of 70 gets us pretty close.
This is weird. If the character is 5x the height and 5x the mass, wouldn’t 5x the JumpPower make sense? Instead we are scaling JumpPower by 1.4x
My current approach is to just manually tweak numbers for the JumpPower at each target scale. This will probably work out fine. I am just super curious why it is this way.
Thanks to all of you who helped me out in this. I appreciate your patience in explaining to me what was going on.
P.S. I want to mark one of these responses as the solution, but they all were. Not sure which one to mark. what do you guys think?