Is it possible to find the contact point of a circle collider 2D with another collider inside of OnTriggerEnter2D?

Hello. I’m at a roadblock in my code trying to find a way to make a moving circle collider reflect off the walls in a linear fashion, similar to pong. After much research and help, I’ve found a good way to reflect the collider, but not a perfect way to detect the collision point. This code functions well if the collision point is accurate, but often times it isn’t. I believe this is due to an unpredicted result from my raycast. I was wondering if anyone had a suggestion that could remove these unexpected results?

Some notes: My speed gets set from an exterior script. The trajectory is an angle converted to a Vector2, it’s definitely accurate as well.

public class sword : MonoBehaviour {

    public Rigidbody2D rb;
    public CircleCollider2D coll;

    private float spin;
    public float speed;
    public Vector2 trajectory;
    public GameObject Player;
    Animator anim;
    RaycastHit2D hit;




    // Use this for initialization
    void Start () {
        speed = 0.0f;
    }


    private void OnTriggerEnter2D(Collider2D collision)
    {


        if (collision.tag == "player" && speed <= 1)
        {
            transform.position = new Vector2(-1000, -1000);
            Player.GetComponent<movement>().equipped = true;
        }
        if (collision.tag == "solid")
        {
            hit = Physics2D.Raycast(transform.position, trajectory);
            trajectory = Vector2.Reflect(trajectory, hit.normal);
        }
    }


    private void FixedUpdate()
    {
        //constantly calculating new velocity
        rb.velocity = speed * trajectory;
        speed = speed * 0.93f; //drag
    }
}

To get the point of collision simply use:

var point = collision.point;