# Changing Unity Rigidbody.centerOfMass throws off AddRelativeTorque() calculations

This is an odd one, that has me kind of stumped. If I execute the code:

void FixedUpdate()
{
}


I get this:

Normal, expected behavior. The (car in this case) rotates fine around Y. But if I try and change the center of mass,

void Start()
{
rigidbody.centerOfMass = new Vector3(0, -0.2, 0.9);
}
void FixedUpdate()
{