I went with something that throws the character up in the air a bit, and then the player falls out of the field of view. Here’s code for that.
myRigidbody.velocity += new Vector2 (0f, jumpSpeed/1.5f);
myCapsuleCollider.enabled = false;
I went with something that throws the character up in the air a bit, and then the player falls out of the field of view. Here’s code for that.
myRigidbody.velocity += new Vector2 (0f, jumpSpeed/1.5f);
myCapsuleCollider.enabled = false;