In this game the player tries to jump as high as possible, with no way back (down). New platforms are
generated on the fly. The most interesting concept in this game is the platforms that are automatically
spawned and deleted as you progress in the game. A simple (local) highscore is implemented using
PlayerPrefs. The player is locked to a 2D world (X and Y) using a Joint and finally the game uses
raycasting to check whether a player is standing on a platform.