Quick answer: Set Rigidbody2D.centerOfMass explicitly. For tall props, lower the center to (0, -h*0.4). Disable Use Auto Mass when manually tuning. Verify with Physics 2D gizmos.
A barrel sits stable, then suddenly tips. Compound collider shifted the auto-computed center of mass to one side; gravity acts off-axis.
The Symptom
Static physics object tips or rolls unexpectedly. Disabling Use Auto Mass and setting mass manually fixes it — or makes it worse if you didn’t reset centerOfMass.
The Fix
var rb = GetComponent<Rigidbody2D>();
rb.useAutoMass = false;
rb.mass = 10f;
rb.centerOfMass = new Vector2(0, -0.4f); // for a 1m tall prop, mass low
Lower CoM = harder to tip. Higher CoM = topples easily. Tune to the design.
Visualizing
Window → Analysis → Physics Debugger → show centerOfMass. A red dot. Confirms where mass is “balanced.”
Compound Colliders
Multiple Collider2Ds add up. Auto mass computes weighted average; manually overriding centerOfMass overrides the auto choice.
Verifying
Drop the object. Should sit stable. Push lightly; tips proportionally to CoM height. Without override: random tipping.
“CoM low for stability. Override Auto. Visualize to confirm.”
Related Issues
For static-vs-static collision callbacks, see collision callbacks. For Rigidbody sleep, see sleep waking.
Mass low. Tipping resists.