When a Rigidbody2D with multiple colliders collides with an another PhysicsObject2D, is there anyway to get the specific CollisionShape2D involved in the collision?
Also is there a method called only on collisions or is calling get_colliding_bodies() every physics tick the best way?
To clarify im making a vehicle builder game so im having each “weld group” be a rigidbody and each block be a collisionshape, this is for both performance and simplicity.