var shape = new NativeArray<PhysicsShape2D>(2, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
var vertices = new NativeArray<Vector2>(8, Allocator.Temp);
vertices[0] = new Vector2(1, 1);
vertices[1] = new Vector2(1, 2);
vertices[2] = new Vector2(2, 1);
vertices[3] = new Vector2(2, 2);
vertices[4] = new Vector2(1, 1) * 2;
vertices[5] = new Vector2(1, 2) * 2;
vertices[6] = new Vector2(2, 1) * 2;
vertices[7] = new Vector2(2, 2) * 2;
shapes[0] = new PhysicsShape2D { shapeType = PhysicsShapeType2D.Polygon, vertexStartIndex = 0, vertexCount = 3 };
shapes[1] = new PhysicsShape2D { shapeType = PhysicsShapeType2D.Polygon, vertexStartIndex = 4, vertexCount = 3 };
_customCollider.SetCustomShapes(shapes, vertices);
shapes.Dispose();
vertices.Dispose();