Weird RigidBody2D physics

I need to make a triangle that’s a RigidBody2D. I’ve tried making the collider with both options (CollisionShape2D and CollisionPolygon2D) but both act really really weird. It appears to be a problem with the center of mass, but no matter what I do (even calculating the center of the triangle) the item still acts really wierdly.

Here is a link to a video featuring the problem (it’s pretty clear in 1:10). What can I do so it doesn’t… do that?

This shouldn’t be a problem with the engine. Especially unlikely that it would fail the same way whether you change the center of mass or not.
I think your best bet is to start with an empty scene and a simple triangle and then add your pieces one by one to see which is the one that breaks it.

I ended up changing the triangle collision for three segments. Now it’s fixed, I guess