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Question by josbher15 · Jun 05, 2019 at 05:29 AM · errorspritesflip

sprite always flip to left,Sprite always flip to left

I am learning to make 2D platform games and I am using the scripts of the Video Recorded Session: Character Controller of the 2D platform game and whenever I stop moving my character, the sprite is flipped to the left regardless if it was not the last dirrecion that I take, i cant see the problem. here the 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;
 private Animator animator;

 // Use this for initialization
 void Awake () 
 {
     spriteRenderer = GetComponent<SpriteRenderer> (); 
     animator = GetComponent<Animator> ();
 }

 protected override void ComputeVelocity()
 {
     Vector2 move = Vector2.zero;

     move.x = 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;
         }
     }

     bool flipSprite = (spriteRenderer.flipX ? (move.x > 0.01f) : (move.x < 0.01f));
     if (flipSprite) 
     {
         spriteRenderer.flipX = !spriteRenderer.flipX;
     }

     animator.SetBool ("grounded", grounded);
     animator.SetFloat ("velocityX", Mathf.Abs (velocity.x) / maxSpeed);

     targetVelocity = move * maxSpeed;
 }

},

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Answer by SirPaddow · Jun 05, 2019 at 06:34 AM

The problem is that you check if you need to flip even when your character is not moving. What about checking if it is moving first?

 if (move.x != 0)
 {   
      bool flipSprite = (spriteRenderer.flipX ? (move.x > 0.01f) : (move.x < 0.01f));
      if (flipSprite) 
      {
          spriteRenderer.flipX = !spriteRenderer.flipX;
      }
 }

or better (I think your ternary of bools is very hard to read):

 if (move.x < 0)
 {
     spriteRenderer.flipX = true;
 }    
 else if (move.x > 0)
 {
     spriteRenderer.flipX = false;
 }
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