2D Sprites incorrect rotation

Hello,

I’ve made some 64x64 sprites (asteroids), which look like so:

38012-ast1.png

I attached Rigidbody2D and Polygon Collider 2D to the asteroids and made a simple movement script:

	void Update () { 
		float fX = Input.GetAxis ("Horizontal") * speed * Time.deltaTime;
		float fY = Input.GetAxis ("Vertical") * speed * Time.deltaTime; 
		 
		transform.rigidbody2D.AddForce (Vector2.right * fX);  
		transform.rigidbody2D.AddForce (Vector2.up * fY);
	}

But when they collide with each-other the rotation seems incorrect (they do rotate a little bit, but it seems as if the angular force is reduced somehow)

Is it because the sprites are 64x64 pixels, but the asteroids are smaller? (Box colliders seem to rotate correctly, so i assume it is caused by the Polygon Collider)

Any help would be appreciated.

After 4 hours of relentless searching i finally managed to find a solution:

Sprites and Poligon Colliders need to be put on seperate game objects
And put the sprite as a child of the object that contains the Rigidbody2D and Polygon Collider.

Thus the sprite can have any size, it won’t affect the physics/rotation.

Also - objects do rotate more if you set high linear velocity (this way when a force is applied, it won’t be moving away as much, but will rotate instead)