public static float ComputeInertia(Rigidbody2D body)
    {
        //CALCULATE INERTIA, TAKING SCALING AND ALL THE CHILD COLLIDERS INTO ACCOUNT
        float hypothetic_mass = 0f;
        float hypothetic_density = 1f;
        float I = 0f;
        Vector2 center = Vector2.zero;

        Collider2D[] colliders = body.GetComponentsInChildren<Collider2D>();

        for(int i = 0;i < colliders.Length; ++i)
        {
            Collider2D c = colliders[i];
            //PICK ONLY OWN COMPS AND ADDITIONAL CHILD COLLIDERS THAT USE SAME BODY
            if(c.gameObject == body.gameObject || (c.transform.parent.gameObject == body.gameObject && c.rigidbody2D == null))
            {
                MassData data = null;

                CircleCollider2D circle = c as CircleCollider2D;
                if(circle != null) data = CircleMassInertiaCenter(circle, hypothetic_density, body.transform.position);

                BoxCollider2D box = c as BoxCollider2D;
                if(box != null) data = BoxMassInertiaCenter(box, hypothetic_density, body.transform.position);

                PolygonCollider2D poly = c as PolygonCollider2D;
                if(poly != null) data = PolygonMassInertiaCenter(poly, hypothetic_density, body.transform.position);

                if(data != null)
                {
                    hypothetic_mass += data.mass;
                    center += data.center * data.mass;
                    I += data.inertia;
                }
            }
        }

        //PORTED FROM BOX2D
        // Compute the center of mass.
        center *= 1f / hypothetic_mass;

        // Center the inertia about the center of mass
        I -= hypothetic_mass * center.sqrMagnitude;
        //SCALE IT
        I *= body.mass / hypothetic_mass;

        return I;
    }