Hey all. I couldn't find any solutions to my problem from other people asking about this, so I figured I'd take a stab at asking myself. I'm working on a 2D game with randomly generated voxel terrain called Fissure. I'm taking inspiration from Noita more specifically and having smooth terrain made up of "materials" rather than blocky, tile-based terrain like Terraria or Core Keeper. After some finagling, I got the chunks to generate and draw with relative ease. However, my problem lies in the fact that the terrain actually has no collision. I'd like to use a polygon collider rather than an edge collider so I can click inside the terrain to break it. What I need to do is calculate the outline of the non-empty space of each chunk and create points on a new PolygonCollider in order to create a shape that's as accurate as possible. How can I do that?