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Question by muffinhat · Jun 25, 2012 at 01:36 AM · 2ddirectionprojectileside-scrolling

sidescroller: flipping sides of player based on direction (C#)

I have a simple side-scroller with a capsule player and a projectile spawn on the right side of the player. The game works fine, allowing me to shoot projectiles to the right. The only problem: I can only shoot in one direction. How can I make the player face the direction it is moving, so I can fire projectiles both left and right. This is my current script so far that is attached to my player:

 using UnityEngine;

 public class Player : MonoBehaviour // The class was missing, I improvised (Berenger)
 {    
     public float moveSpeed = 10f;
     public float rotateSpeed = 5f;
 
     // Update is called once per frame
     void Update () 
     {
         float moveForward = moveSpeed * Time.smoothDeltaTime * Input.GetAxis("Vertical");
         float moveleft = moveSpeed * Time.smoothDeltaTime * Input.GetAxis("Horizontal");
         float rotate = rotateSpeed * Time.smoothDeltaTime * Input.GetAxis("Horizontal");
     
         transform.Translate(Vector3.forward * moveForward);
         transform.Translate(Vector3.back * moveleft);
     
         if(Input.GetKeyDown(KeyCode.Space))
             rigidbody.AddForce(Vector3.up * 500);    
     }
 }


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Answer by Berenger · Jun 25, 2012 at 02:53 AM

You've got several details you need to improve.

You need to move the character only whe there is an input. To do so, you check the value of the axes.

 float h = Input.GetAxis( "Horizontal" );

 // Apparently, product cost less than Abs, even if you would need hundreds of player
 // to see a difference. And it takes less letters to write !
 // PS : This is totally empirical
 if( h*h > Mathf.Epsilon ) // Use of epsilon because of floats
 {
     Vector3 movement = new Vector3( h * Time.deltaTime, 0f, 0f );
     // Apply movement
 }

And your character has a rigidbody, you should use it to move or you won't have any collisions.

About the facing, you can use transform.LookAt, Quaternion.LOokRotation or transform.forward = ...

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