PolygonCollider2D not nearly as precise as the other colliders?

I have a spaceship and some asteroids in my game, and I used a custom polygon 2d collider to make sure the edges matched the sprite exactly.

However, when I play, the objects seem to connect too early, that is, it appears almost like there’s a forcefield around everything so that the edges of objects never actually touch (it’s quite noticeable).

If I change to using circlecolliders, the problem is eliminated even when the circle edges extend right to the sprite edges like the polygon did.

I’ve also tried editing the polygon collider edges so that they’re way inside the sprite edges, but the problem still persists (perhaps slightly lessened, can’t quite tell, but it’s certainly still way worse looking than full size circles).

Am I missing something here about how polygon colliders work?

I haven’t seen that. Could be you have another collider that’s interfering (would be nice if the editor had an option to keep all colliders visible).

–Eric

I haven’t noticed any particular inaccuracy in the polygon collider. Sounds like there may be another collider involved as Eric5h5 says.

The polygon collider is inaccurate for me on runtime on an Android device, but works fine in the Unity editor