My project is using the unchanged default gravity which has a value of 98. The tooltip says this value represents an acceleration in pixels per second squared. I wanted to confirm with the following method:

1. Create a RigidBody2D with a CircleShape2D with radius = 10 and position.y = -10. This resulted in the bottom of the circle being at y = 0.
2. Create an Area2D with a RectangleShape2D with extents.y = 10 and position.y = 610. This resulted in the top of the rectangle being at y = 600.
3. Measure the time it takes for the circle to fall 600 pixels and hit the rectangle. This took about 3.74 seconds.
4. Calculate the predicted distance dropped in pixels using x = vi * t + 1/2 * a * t^2. I calculated x = (0)(3.74) + (1/2)(98)(3.74^2) = 685 pixels.

This is significantly different than the expected 600 pixels. Where is the inconsistency? Is it in my method to calculated distance dropped? Are there other physics factors I am not taking into account? Or does the default_gravity property mean something different than my current understanding?

Godot version 3.4.2
in Engine