public void DrawHullCollision(GameObject a, GameObject b, RigidTransform t1, NativeHull hull1, RigidTransform t2, NativeHull hull2)
    {
        var collision = HullCollision.GetDebugCollisionInfo(t1, hull1, t2, hull2);

        if (collision.IsColliding)
        {
            if (DrawIntersection) // Visualize all faces of the intersection
            {
                HullIntersection.DrawNativeHullHullIntersection(t1, hull1, t2, hull2);
            }

            if (DrawContact || LogContact)  // Visualize the minimal contact calcluation for physics
            {
                //var manifold = HullOperations.GetContact.Invoke(t1, hull1, t2, hull2);

                var sw1          = System.Diagnostics.Stopwatch.StartNew();
                var tmp          = new NativeManifold(Allocator.Persistent);
                var normalResult = HullIntersection.NativeHullHullContact(ref tmp, t1, hull1, t2, hull2);
                sw1.Stop();
                tmp.Dispose();

                var sw2         = System.Diagnostics.Stopwatch.StartNew();
                var burstResult = HullOperations.TryGetContact.Invoke(out NativeManifold manifold, t1, hull1, t2, hull2);
                sw2.Stop();

                if (LogContact)
                {
                    Debug.Log($"GetContact between '{a.name}'/'{b.name}' took: {sw1.Elapsed.TotalMilliseconds:N4}ms (Normal), {sw2.Elapsed.TotalMilliseconds:N4}ms (Burst)");
                }

                if (DrawContact && burstResult)
                {
                    // Do something with manifold

                    HullDrawingUtility.DebugDrawManifold(manifold);

                    //var points = manifold.Points;

                    for (int i = 0; i < manifold.Length; i++)
                    {
                        var point = manifold[i];
                        DebugDrawer.DrawSphere(point.Position, 0.02f);
                        DebugDrawer.DrawArrow(point.Position, manifold.Normal * 0.2f);

                        var penentrationPoint = point.Position + manifold.Normal * point.Distance;
                        DebugDrawer.DrawLabel(penentrationPoint, $"{point.Distance:N2}");

                        HullDrawingUtility.DrawEdge(point.Id.FeaturePair.InEdge1, t1, hull1);
                        HullDrawingUtility.DrawEdge(point.Id.FeaturePair.OutEdge1, t1, hull1);
                        HullDrawingUtility.DrawEdge(point.Id.FeaturePair.InEdge2, t1, hull1);
                        HullDrawingUtility.DrawEdge(point.Id.FeaturePair.OutEdge2, t1, hull1);

                        HullDrawingUtility.DrawEdge(point.Id.FeaturePair.InEdge1, t2, hull2);
                        HullDrawingUtility.DrawEdge(point.Id.FeaturePair.OutEdge1, t2, hull2);
                        HullDrawingUtility.DrawEdge(point.Id.FeaturePair.InEdge2, t2, hull2);
                        HullDrawingUtility.DrawEdge(point.Id.FeaturePair.OutEdge2, t2, hull2);

                        DebugDrawer.DrawDottedLine(point.Position, penentrationPoint);
                    }

                    manifold.Dispose();
                }
            }

            if (DrawIsCollided)
            {
                DebugDrawer.DrawSphere(t1.pos, 0.1f, UnityColors.GhostDodgerBlue);
                DebugDrawer.DrawSphere(t2.pos, 0.1f, UnityColors.GhostDodgerBlue);
            }
        }

        if (DrawClosestFace)
        {
            var color1 = collision.Face1.Distance > 0 ? UnityColors.Red.ToOpacity(0.3f) : UnityColors.Yellow.ToOpacity(0.3f);
            HullDrawingUtility.DrawFaceWithOutline(collision.Face1.Index, t1, hull1, color1, UnityColors.Black);

            var color2 = collision.Face2.Distance > 0 ? UnityColors.Red.ToOpacity(0.3f) : UnityColors.Yellow.ToOpacity(0.3f);
            HullDrawingUtility.DrawFaceWithOutline(collision.Face2.Index, t2, hull2, color2, UnityColors.Black);
        }
    }