Shape Painter and Physics2d Problem with collision mask

Hello, Im trying to do a game like Save The Dog, where the player have to draw a form in order to avoid bees to touch the sprite of the player.

My goal is to be capable to draw a form and put that form a mask collision that fits with the form drawed by the player, and that form have to act like an object with gravity, etc…

As Im using the shape painter tool and RenderToSprite extension, the draw is working good and the sprite of the draw its generated, however, the problem becomes with the physics2d behaviour, which I need it in order to use gravity force to the drawing, adding physics2d adds to the drawing a shape that I dont want to use because the shape (square, circle, border and polygon) dont match with the form drawed.

As you can see in this first image

Im drawing a circle in order to use the drawing as a shield for the player, but, when the draw is finished and the mouse button is released this happen:

The form drawed reacts with the shape of physics2d and force the sprite to go up because is colliding with the dog.

The goal here is to make it work as Save the dog game, you can see images of it in the internet. (I cant post more images because im new in the forum)

Physics2 behavior only works with collision masks that are convex and have 8 vertices or less. It will not do collisions with freeform shapes as you are attemtping.

It is possible to achieve what you want but you would have to find another way to detect collision and apply forces. I have done this using the Marching Squares behavior, which can allow you to detect collisions with the contour lines. It’s not that simple to set up since you need to configure the scalar field in an acceptable way for your drawing, and you have to use the basic collisions (not physics2) to see if the object is colliding and then apply physics2 forces manually based on the NormalX and NormalY values

Thank you, I will check that extension in order to implement a solution!