Compound colliders are acting strangely

So I’m trying to make a system for destructible objects and for this to for I need to “shatter” the object at “glue” it together again and I’m currently testing different ways of gluing. I tried making a wall out of cubes where each cube would have a box collider and they would be parented to an object that would have a rigid body, essentially forming a compound collider. I tried interacting with it and I noticed that it behaved strangely. When I tipped it over it fell unnaturally slowly. I then tried making a similar wall with a single box, single collider and rigid body with the same configuration and it behaved totally different.

Does anyone have a solution for this where I can keep using the compound collider and still correct physics behavior?

Doing anything complex to a rigidbody in code can screw up the settings. It often looks like it’s moving in water… Turning on/off isKinematic won’t break it. Things like changing the scale, or reparenting can cause the glitch.

There really are other threads on this, but I couldn’t find the search terms to get them (rigidbody unity broken floating didn’t work.) But, you have to “kick” it afterwards by setting it Inactive then Active again (I think.) Or maybe flipping isKin off/on (the scripts where I’ve done it are buried in a big project.) One of those things tricks Unity into recalcing the correct values.