private void FixedUpdate() { // Check to see if we are jumping over an enemy. RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.down, 10, LayerMask.GetMask("Enemies")); if (hit.collider != null) { // We are, store the enemy name lastContactObject = hit.collider.name; lastContactObjectScore = hit.collider.GetComponent <GrantPoints>().PointsValue; } else { // We are not. Did we just jump an enemy though (lastContact will be set if we did). if (lastContactObject != null) { // Yes we did, consider this a sucessful jump and show the floating text. floatingText.CreateFloatingText("+", lastContactObjectScore); controller.AddPoints(lastContactObjectScore); // Reset the contact object back to null ready for the next jump. lastContactObject = null; } } }