Having an array of points(vector2), how do I create a 2d terrain? (new to unity)

I’m new to unity and i don’t know what to look for to obtain what i need. So basically this what i have

The round thingie is my rigidbody with polygon collider.
The lines you see are generated from an array of points and drawn with debug.SrawLine at the moment. What i need to get is this :

What “thing” do I have to do to make this and make it a rigid body? Terrain? Meshes? Polygons? It’s not very clear to me how it should work even if i did my researches. Of course those lines will need to be a closed perimeter, at the least i think. But that’s not a problem.

You can use Unity - Scripting API: PolygonCollider2D.SetPath

Probably a little too late but it could be helpful if someone else comes across the same problem. This is how I solved it. First, make sure each of your shapes (in your case top and bottom) have attached:

  • A MeshRenderer with Sprite-Default as material
  • A PolygonCollider2D (empty)
  • A MeshFilter

Then create a C# script with the code below and attach it to the game object:

public class Landscape : MonoBehaviour {

    private MeshFilter meshFilter;
    private PolygonCollider2D polygonCollider;

    void Start() {
        meshFilter = GetComponent<MeshFilter>();
        polygonCollider = GetComponent<PolygonCollider2D>();

        // Let's assume you have a FooBar method that returns your array of points
        Vector2[] myArrayOfPoints = FooBar();

        // We need to convert those Vector2 into Vector3
        Vector3[] vertices3D = System.Array.ConvertAll<Vector2, Vector3>(vertices2D, v => v);

        // Then, we need to calculate the indices of each vertex.
        // For that, you can use the Triangulator class available in:
        // http://wiki.unity3d.com/index.php?title=Triangulator
        Triangulator triangulator = new Triangulator(vertices2D);
        int[] indices = triangulator.Triangulate();

        // Now we need to create a color for each vertex. I decided to put them all white but you
        // can adjust it and change it according to your needs
        Color[] colors = Enumerable.Range(0, vertices3D.Length)
            .Select(i => Color.white)
            .ToArray();

        // Finally, create a Mesh and set vertices, indices and colors
        Mesh mesh = new Mesh();
        mesh.vertices = vertices3D;
        mesh.triangles = indices;
        mesh.colors = colors;

        // Recalculate the shape of the mesh
        mesh.RecalculateNormals();
        mesh.RecalculateBounds();

        // And add the mesh to your MeshFilter
        meshFilter.mesh = mesh;

        // For the collisions, basically you need to add the vertices to your PolygonCollider2D            
        polygonCollider.points = vertices2D;
    }
}

I tested it with some random generated mountains and you can see how a box is colliding with these mountains in the screenshot below: