private void Jump() { // //jump direction is only up when its the first jump. // //otherwise we just whatever direction we jumped in before // //for any jumps after the first // if (currJumps == 0) // { // jumpDir = thisTransform.up; // } // /*------------------------------------------------------ // //Addes Force to the player in the up direction // -------------------------------------------------------*/ // body.AddForce(jumpDir * jumpPower, ForceMode2D.Impulse); // currJumps++; Transform gravityEdge = currentPlanet.GetComponent <CircleCollider2D>().transform; Vector2 position = thisTransform.position; if (currJumps == 0) { position = new Vector2(gravityEdge.position.x / 2, gravityEdge.position.y / 2); } if (currJumps == 1) { position = new Vector2(gravityEdge.position.x, gravityEdge.position.y); } body.MovePosition(position); }