//Kill player method, instantiating particle system prefab with some offset, playing explosion audio clip, destroying the game object and initializing the process of changing scenes private void KillPlayer() { handleKillCount.AddToKillCount(); Instantiate(explosionPrefab, gameObject.transform.position + explosionOffset, gameObject.transform.rotation); AudioSource.PlayClipAtPoint(explosionSfx, Camera.main.transform.position, explosionVolume); Destroy(gameObject); manageScenes.LoadGameOver(); }