2D Centre of Mass does not seem to work.

I have a bullet prefab and I want it to drop nose first as it falls (Like bomb would). So I set the centre of mass (The bullet is 15*7 pixels) to x=15, y=0 but the bullet retains its original rotation throughout the fall. So I tried setting the centreofmass to be way out front (X=200, Y=0) however this still has no affect.

I am setting the centre of mass in the start method of the bullet script as follows

GetComponent().centerOfMass = new Vector2(200,0);

Anyone have any ideas what might be going wrong?

The center of mass only controls the point of rotation when collision are handled or when you manually apply torque. A rigidbody is handled like a “pointmass” or to be more precise an equal distributed mass. Changing the center of mass won’t change the way an object falls.

If you want the object to rotate according to the current velocity you have to rotate the object yourself.