private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.gameObject.name == GameStrings.PLANET)
     {
         PolygonCollider2D destinationCollider = toPosition.GetComponent <PolygonCollider2D>();
         audioClipContainer.GetComponent <AudioSource>().Play();
         //Very VERY bad idea
         //Will target ALL chains, not just connected ones.
         //TODO: change this shit
         var chains = FindObjectsOfType <ChainLinkFadeAndDestroy>();
         foreach (var chain in chains)
         {
             chain.ChainLinkFadeDestroy();
         }
         if (isOriented)
         {
             //Logger.Info("An oriented teleport was requested!");
             teleport.Dispatch(
                 collision.gameObject,
                 toPosition.position,
                 TeleportManager.DispatchOptions.DiscardIfProcessing,
                 toPosition.gameObject
                 );
         }
         else
         {
             teleport.Dispatch(
                 collision.gameObject,
                 toPosition.position,
                 TeleportManager.DispatchOptions.DiscardIfProcessing
                 );
         }
     }
 }