Question by 
               zembron · Jan 16, 2018 at 01:42 PM · 
                spritesynchronizationflip  
              
 
              Flip sprite sync Network problem
Hello ! I'm creating a little 2D Multiplayer game. Players can see their sprites flipping but see the others players moonwalking. How can i do ? Thanks and sorry for my poor english ;) !
 using UnityEngine;
 using System.Collections;
 using UnityEngine.Networking;
 
 public class Flip : NetworkBehaviour {
 
     private SpriteRenderer mySpriteRenderer;
 
     // Use this for initialization
     void Start () {
         mySpriteRenderer = GetComponent<SpriteRenderer>();
     }
     
     // Update is called once per frame
     void Update () {
 
         if (!isLocalPlayer) {
             return;
         }
         // if the variable isn't empty (we have a reference to our SpriteRenderer)
         if(mySpriteRenderer != null)
         {
             // if the A key was pressed this frame
             if(Input.GetKeyDown(KeyCode.Q))
             {
                 // flip the sprite
                 mySpriteRenderer.flipX = true;
             }
 
             if(Input.GetKeyDown(KeyCode.D))
             {
                 // flip the sprite
                 mySpriteRenderer.flipX = false;
             }
 
 
     }
 }
 } 
 
              
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