I see that Destroy() has a delay of 2f seconds. I tried setting that to 0 and then realized it’s probably to allow the sound to play before the object is destroyed. OK. But then the object is hanging around for 2 seconds after the sound plays. So I see that in GemBounce, this is accounted for by keying MeshRenderer.enabled.
With MeshRenderer.enabled keyed, what’s the point of having Destroy() here? Just to clear out memory?