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Question by ReubenClare123 · Jun 16, 2019 at 12:29 PM · animationcharactercontrollerflipping

Trying to flip sprite but cant fix this error =)

Hi guys, Im trying to flip my sprite but I cant get pat this error. I've written my code but at the end it says } expected, but when I put one It causes the rest of my code to have errors. This is the line - transform.localScale = new Vector2(0.551642f, 0.56721f); It's on line 45 I believe. Thanks =)

Here's my code.

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class PlayerPlatformerController : PhysicsObject {

 public float maxSpeed = 7;
 public float jumpTakeOffSpeed = 7;

 private SpriteRenderer spriteRenderer;
 public Animator animator;
 private object isTouchingGround;
 public float movement;
 private Animator playerAnimation;
 public new Rigidbody2D rigidbody;
 public float speed;

 public bool isActiveAndEnabledTouchingGround { get; private set; }









 // Use this for initialization
 void Awake()

 {
     spriteRenderer = GetComponent<SpriteRenderer>();
     animator = GetComponent<Animator>();

 }


 protected override void ComputeVelocity()
 {
     Vector2 move = Vector2.zero;
     Vector2 horizontal = new Vector4(Input.GetAxis("Horizontal"), -6.11f, -1.52f);



     ; move.x = Input.GetAxis("Horizontal");

     movement = Input.GetAxis("Horizontal");
     if (movement > 0.01f)
         rigidbody.velocity = new Vector2(movement * speed, rigidbody.velocity.y);
 
     transform.localScale = new Vector2(0.551642f, 0.56721f);
     else if (movement < 0.01f)
         rigidbody.velocity = new Vector2(movement * speed, rigidbody.velocity.y);
     transform.localScale = new Vector2(-0.551642f, 0.56721f);

     playerAnimation.SetFloat("Speed", Mathf.Abs(rigidbody.velocity.x));
     playerAnimation.SetBool("OnGround", isActiveAndEnabledTouchingGround);








     animator.SetFloat("Speed", Input.GetAxis("Horizontal"));

     if (Input.GetButtonDown("Jump") && grounded)
     {
         velocity.y = jumpTakeOffSpeed;
     }
     else if (Input.GetButtonUp("Jump"))
     {
         if (velocity.y > 0)
         {
             velocity.y = velocity.y * 0.5f;
         }

     }
     playerAnimation = GetComponent<Animator>();
     rigidbody = GetComponent<Rigidbody2D> ();

     
   



     targetVelocity = move * maxSpeed;
     }
 }


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