void Update()
    {
        //closestPointOnBounds =	col.ClosestPointOnBounds (position:point);

        closestPointOnBounds = rig.ClosestPointOnBounds(position: point);

        closestPointOnBounds = GizmosForVector.Round(closestPointOnBounds, 2);
    }
    void Update()
    {
        //closestPointOnCollider =	Physics.ClosestPoint (point: new Vector3 (1,1), collider: col, position: tr.position, rotation: tr.rotation);

        closestPointOnCollider = col.ClosestPoint(position: new Vector3(0, 0));

        closestPointOnCollider = GizmosForVector.Round(closestPointOnCollider, 2);
    }
    void Update()
    {
        //colliderDistance2D=Physics2D.Distance (colliderA: firstCollider, colliderB: secondCollider);

        //colliderDistance2D = firstCollider.Distance(collider: secondCollider);

        colliderDistance2D = myRigidbody2D.Distance(collider: secondCollider);

        normal      = GizmosForVector.Round(colliderDistance2D.normal, 2);
        isValid     = colliderDistance2D.isValid;
        isOverlaped = colliderDistance2D.isOverlapped;
        pointA      = GizmosForVector.Round(colliderDistance2D.pointA, 2);
        pointB      = GizmosForVector.Round(colliderDistance2D.pointB, 2);
    }
    public ContactPoint2DSerialized(ContactPoint2D contactPoint2D)
    {
        this.collider       = contactPoint2D.collider;
        this.otherCollider  = contactPoint2D.otherCollider;
        this.rigidbody      = contactPoint2D.rigidbody;
        this.otherRigidbody = contactPoint2D.otherRigidbody;
        this.enabled        = contactPoint2D.enabled;

        this.normal           = GizmosForVector.Round(contactPoint2D.normal, 2);
        this.point            = GizmosForVector.Round(contactPoint2D.point, 2);
        this.relativeVelocity = contactPoint2D.relativeVelocity;        // GizmosForVector.Round (contactPoint2D.relativeVelocity, 2);

        this.normalImpulse    = contactPoint2D.normalImpulse;
        this.separation       = contactPoint2D.separation;
        this.tangentImpulse1M = contactPoint2D.tangentImpulse * 1000000;
    }