void Update() { a.transform.localRotation += aRotationRate * Vec2.deg2rad * Time.deltaTime; a.transform.localScale = aScale.ToCell(); b.transform.localPosition = camera.ScreenToWorldPoint(Input.mousePosition).XY().ToCell(); b.transform.localScale = bScale.ToCell(); Behavior.CoreUpdate(); var collision = b.CheckCollision(a); if (collision != null) { b.transform.localPosition += collision.overlap; a.mesh.DebugDraw(Color.red); } else { a.mesh.DebugDraw(Color.yellow); } }