// Get List Of Polygons from Collider (Usually Used Before Creating Slicer2D Object)
        static public List <Polygon2D> CreateFromPolygonColliderToWorldSpace(PolygonCollider2D collider)
        {
            List <Polygon2D> result = new List <Polygon2D> ();

            if (collider != null && collider.pathCount > 0)
            {
                Polygon2D newPolygon = new Polygon2D();

                foreach (Vector2 p in collider.GetPath(0))
                {
                    newPolygon.AddPoint(p + collider.offset);
                }

                newPolygon = newPolygon.ToWorldSpace(collider.transform);

                result.Add(newPolygon);

                for (int i = 1; i < collider.pathCount; i++)
                {
                    Polygon2D hole = new Polygon2D();
                    foreach (Vector2 p in collider.GetPath(i))
                    {
                        hole.AddPoint(p + collider.offset);
                    }

                    hole = hole.ToWorldSpace(collider.transform);

                    if (newPolygon.PolyInPoly(hole) == true)
                    {
                        newPolygon.AddHole(hole);
                    }
                    else
                    {
                        result.Add(hole);
                    }
                }
            }
            return(result);
        }