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Question by DavidGaming9999 · Jul 11, 2020 at 08:12 AM · rotation2d gamerigidbody2d

,Rotating a 2D sprite with Input

Hello I need help, because im trying to rotate a 2d sprite, but there seems to be some issues. Please help!

 using System.Collections;
 using System.Collections.Generic;
 using System.Numerics;
 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
     Rigidbody2D shipRigidbody;
     const float MoveUnitsPerSecond = 5;
     // Start is called before the first frame update
     void Start()
     {
         shipRigidbody = GetComponent<Rigidbody2D>();
     }
 
     // Update is called once per frame
     void Update()
     {
         
         float leftInput = Input.GetAxis("Left");
         float rightInput = Input.GetAxis("Right");
         float verticalInput = Input.GetAxis("Jump");
         if(leftInput == 1)
         {
             transform.Rotate(Vector3.forward * 90);
         }
         else
         {
 
         }
         if(rightInput == 1)
         {
             transform.Rotate(Vector3.forward * -90);
         }
         else
         {
 
         }
         if(verticalInput != 0)
         {
             transform.position += transform.up * Time.deltaTime * MoveUnitsPerSecond;
         }
     }
 }





,Hello. So, I've got a messy problem. I'm trying to rotate a 2D sprite to make a "Sky Force" based game. But I have the problem of rotating the 2D sprite I'm going to use. I don't know if its something of my code, but here it is just in case.

 using System.Collections;
 using System.Collections.Generic;
 using System.Numerics;
 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
     Rigidbody2D shipRigidbody;
     const float MoveUnitsPerSecond = 5;
     // Start is called before the first frame update
     void Start()
     {
         shipRigidbody = GetComponent<Rigidbody2D>();
     }
 
     // Update is called once per frame
     void Update()
     {
         
         float leftInput = Input.GetAxis("Left");
         float rightInput = Input.GetAxis("Right");
         float verticalInput = Input.GetAxis("Jump");
         if(leftInput == 1)
         {
             transform.Rotate(Vector3.forward * 90);
         }
         else
         {
 
         }
         if(rightInput == 1)
         {
             transform.Rotate(Vector3.forward * -90);
         }
         else
         {
 
         }
         if(verticalInput != 0)
         {
             transform.position += transform.up * Time.deltaTime * MoveUnitsPerSecond;
         }
     }
 }
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