Question by 
               KostasVar · Jul 29, 2021 at 11:23 AM · 
                2d-platformershootingprojectile  
              
 
              2D projectiles not rotating
My fire point does not rotate while my player does. I know it is a movement script problem but I can not figure it out.
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
     private Rigidbody2D rb;
     private BoxCollider2D coll;
     private SpriteRenderer sprite;
     private Animator anim;
     private float dirX = 0f;
     [SerializeField]private float moveSpeed = 7f;
     [SerializeField]private float JumpForce = 14f; 
     [SerializeField]private LayerMask jumpableGround;
 
     private enum MovementState { idle,running,jumping,falling}
 
     [SerializeField] private AudioSource jumpSoundEffect;
     
     // Start is called before the first frame update
     private void Start()
     {
         rb = GetComponent<Rigidbody2D>();
         coll = GetComponent<BoxCollider2D>();
         sprite = GetComponent<SpriteRenderer>(); 
         anim = GetComponent<Animator>();
     }
 
     // Update is called once per frame
     private void Update()
     {
         dirX = Input.GetAxisRaw("Horizontal");
         rb.velocity = new Vector2(dirX * moveSpeed, rb.velocity.y);
 
 
         if (Input.GetButtonDown("Jump") && IsGrounded())
         {
             jumpSoundEffect.Play();
             rb.velocity = new Vector2(rb.velocity.x, JumpForce);
         }
 
         UpdateAnimationState();
     }
 
     private void UpdateAnimationState()
     {
         MovementState state;
         if (dirX > 0f)
         {
             state = MovementState.running;
             sprite.flipX = false;
         }
         else if (dirX< 0f)
         {
             state = MovementState.running;
             sprite.flipX = true;
         }
         else
         {
             state = MovementState.idle;
         }
 
         if (rb.velocity.y > .1f)
         {
             state = MovementState.jumping;
 
         }
         else if (rb.velocity.y < -.1f)
         {
             state = MovementState.falling;
         }
 
         anim.SetInteger("state",(int)state);
     }
 
     private bool IsGrounded()
     {
         return Physics2D.BoxCast(coll.bounds.center, coll.bounds.size, 0f, Vector2.down, .1f,jumpableGround);
     }
 
     
 }
 
              
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