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Rotating Player
Hey guys, I am making a Top Down Horror Game with one of my friends, and we are having difficulties flipping the player. In the transform.localScale = new Vector3(1f,1f,1f,) wouldn't that turn the player, and putting a negative would make him spin the other way? Thanks!
 using UnityEngine;
 using System.Collections;
 
 public class Player : MonoBehaviour {
 
 
     public float moveSpeed;
     public float jumpSpeed;
     private Rigidbody2D myRigidBody;
 
     public Transform groundCheck;
     public float groundCheckRadius;
     public LayerMask whatIsGround;
 
     public bool isGrounded;
 
     private Animator myAnim;
 
     public Vector3 respawnPosition;
 
     public float speed = 0f;
 
     private Rigidbody2D myRigidBody;
 
     // Use this for initialization
     void Start () {
         myRigidBody = GetComponent<Rigidbody2D>();
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetAxisRaw("Horizontal") > 0f)
         {
             myRigidBody.velocity = new Vector3(moveSpeed, myRigidBody.velocity.y, 0f);
             transform.localScale = new Vector3(1f, 1f, 1f);
         }
         else if (Input.GetAxisRaw("Horizontal") < 0f)
         {
             myRigidBody.velocity = new Vector3(-moveSpeed, myRigidBody.velocity.y, 0f);
             transform.localScale = new Vector3(1f, -1f, 1f);
         }
         else
         {
             myRigidBody.velocity = new Vector3(0f, myRigidBody.velocity.y, 0f);
         }
 
         if (Input.GetAxisRaw("Vertical") > 0f)
         {
             myRigidBody.velocity = new Vector3(myRigidBody.velocity.y, moveSpeed, 0f);
             transform.localScale = new Vector3(1f, 1f, 1f);
         }
         else if (Input.GetAxisRaw("Vertical") < 0f)
         {
             myRigidBody.velocity = new Vector(myRigidBody.velocity.y, -moveSpeed, 0f);
             transform.localScale = new Vector3(-1f, 1f, 1f);
         }
         else
         {
             myRigidBody.velocity = new Vector3(myRigidBody.velocity.y, 0f, 0f);
         }
 
         myAnim.SetFloat("Speed", Mathf.Abs(myRigidBody.velocity.x));
         myAnim.SetBool("Grounded", isGrounded);
     }
 
     void OnTriggerEnter2D(Collider2D other)
     {
         if (other.tag == "KillPlane")
         {
             //gameObject.SetActive(false);
 
             transform.position = respawnPosition;
         }
 
         if (other.tag == "Checkpoint")
         {
             respawnPosition = other.transform.position;
         }
     }
 }
 
 
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