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Question by AlexReverse · Jul 11, 2018 at 01:23 PM · c#scripting problemplayerscale

Player changes scale when i play the game

I was trying to make some movement animations and scripts but then when i played the game the player was really huge .Where is the mistake in my scripts?

PLAYER SCRIPT:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Player : MonoBehaviour {
 
     public float maxspeed = 3;
     public float speed = 50f;
     public float jumppower = 150f;
 
     public bool grounded;
 
     private Rigidbody2D rb2d;
     private Animator anim;
     
 
     void Start () {
         //player movement
         rb2d = gameObject.GetComponent<Rigidbody2D>();
         anim = gameObject.GetComponent<Animator>();
     }
 
     void Update()
     {
 
         anim.SetBool("Grounded", grounded);
         anim.SetFloat("Speed", Mathf.Abs(Input.GetAxis("Horizontal")));
         if (Input.GetAxis("Horizontal") < -0.1f)
         {
             transform.localScale = new Vector3(-1, 1, 1);
         }
         if (Input.GetAxis("Horizontal") > 0.1f)
         {
             transform.localScale = new Vector3(1, 1, 1);
 
         }
 
     }
     void FixedUpdate()
     {
 
         float h = Input.GetAxis("Horizontal");
         //limiting the speed
         if (rb2d.velocity.x > maxspeed)
             rb2d.velocity = new Vector2(maxspeed, rb2d.velocity.y);
 
         rb2d.AddForce((Vector2.right * speed) * h);
 
         if (rb2d.velocity.x < -maxspeed)
         {
             rb2d.velocity = new Vector2(-maxspeed, rb2d.velocity.y);
         }
     }
 }

GROUND CHECK SCRIPT:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class GroundCheck : MonoBehaviour{
     private Player player;
 
     void Start()
     {
         player = gameObject.GetComponentInParent<Player>();
     }
 
     void OnTriggerEnter2D(Collider2D col)
     {
         player.grounded = true;
     }
 
     void OnTriggerExit2D(Collider2D col)
     {
         player.grounded = false;
     }
 }

And this is how the player looks: alt text

bandicam-2018-07-11-13-18-35-282.png (15.8 kB)
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Best Answer

Answer by JavierRuidoRosa · Jul 11, 2018 at 01:39 PM

I think the problem resides in this part of the Player script:

 if (Input.GetAxis("Horizontal") < -0.1f)
 {
      transform.localScale = new Vector3(-1, 1, 1);
 }
 if (Input.GetAxis("Horizontal") > 0.1f)
 {
      transform.localScale = new Vector3(1, 1, 1);
 }

Probably your transform scale in the scene is way smaller than (1,1,1), and reescalating it like this could make this giant appear. I suggest you to use an attribute of SpriteRenderer: flipX

 public void SpriteRenderer spriteRenderer; //Assign this in inspector
 
 void Update()
 {
     anim.SetBool("Grounded", grounded);
     anim.SetFloat("Speed", Mathf.Abs(Input.GetAxis("Horizontal")));
     if (Input.GetAxis("Horizontal") < -0.1f)
     {
         spriteRenderer.flipX = true;
     }
     if (Input.GetAxis("Horizontal") < 0.1f)
     {
         spriteRenderer.flipX = false;
     }
 }

I hope this helps!

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avatar image AlexReverse · Jul 11, 2018 at 02:38 PM 1
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I created a float float size = 0.2f; then I wrote transform.localScale = new Vector3(-size , size , size); and it worked, but I'll try your method too ^-^

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