Creating a prcise 2d ring object

Hey guys I am quite new to unity but understand coding pretty well. For the past week I have tried many ways of creating a ring. I tried many ways that I will list below along with issues found. I am trying to achive a colidable object that is precise as a circle object in terms of collisions.

  • Drawing the ring object in photoshop. Issues: Pixelated, plus collisions are messed up.

  • Vector graphics. Issues: difficult to scale/change and interact with.

  • Using Csharp script to create a ring object using segments. Issue: again not precise somewhat works like a ring but collisions are way off… Good thing is that it easy to change quickly (thickness,size, having a part of the ring removed etc…)

  • Using sprite circle and making the inside hollow to have only the edge interact with using a circle collider. Again doesn’t really work altough I am still trying.

I would very much appriciate suggestions. I am trying to achive a very precise ring with precise collisions and graphics. I have been stuck on this for a while ( I wouldn’t bother you guys with stuff I can jsut google. Trust me i spent hours researching.). If anyone has a solution/suggestion it would be very much appriciated. Thank you guys!

Are you working in 2D or 3D? Do you want this ring to have thickness, or just a circular edge that you can collide with on either side? Why was the CSharp solution not precise, you should be able to exactly calcualte the points on a circle?

Also, this forum post may be relevant: https://forum.unity.com/threads/unity-2d-collider-help.1572964/#post-9743224

Like others have said, this needs a lot of clarification. 2D or 3D, are you mainly concerned about the visuals or about physics? Those are two very different things. You mentioned photoshop and pixelated which seems to hint at visual concerns. But you also said the "collisions are way off" (whatever that means). Also when you're dealing with physics, what exact problem do you want to solve? You can not have a moving rigidbody with a non-convex collider. You can approximate the shape using a compound collider our of primitive colliders. Anyways, we need more input.