public static QuadrangleMesh AddQuadrangle(Vector3 position, IList <Vector2> verts, Space space = Space.World, Material meshMat = null, bool attachRigidbody = true)
        {
            GameObject quad = new GameObject();

            quad.transform.position = position + (space == Space.World ? (Vector3)(verts[0] + verts[1] + verts[2] + verts[3]) * 0.25f : Vector3.zero);
            QuadrangleMesh quadComponent = quad.AddComponent <QuadrangleMesh>();

            quadComponent.Build(verts, meshMat);
            if (attachRigidbody)
            {
                quad.AddComponent <Rigidbody2D>();
            }
            return(quadComponent);
        }
 //convert to quad
 public QuadrangleMesh ToQuad(bool attachRigidbody = true)
 {
     return(QuadrangleMesh.AddQuadrangle(transform.position, MeshHelper.ConvertVec3ToVec2(Vertices), Space.World, C_MR.material, attachRigidbody));
 }