I looked into the custom engine behind the indie game “Noita” called “Falling Everything”. This engine creates a fully simulated world of pixels with solids, powders, rigidbodies, liquids, gases, fire, and various oddly-behaving materials. They discussed how everything in the game works under the same fundamental algorithm that effectively generates the behavior of sand. I also learned that I will have to keep my physics simulation a lot more simple due to the amount of optimizations that they put in place for the engine to run effectively that I will be unable to do in unity.
I also played around with the orbit simulator here: https://academo.org/demos/orbit-simulator/ to get an idea of what the orbit section of what I want to create looks like in a 2 body simulation.