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Question by unity_xEpj5-EHQg5OuA · Aug 09, 2018 at 07:40 PM · c#animationplayer movementcharacter movementflipping

How to flip my player left and right?

Basically i have a basic code that lets me move left and right with the A and D keys, this also plays a running animation. However the code i have only flips the player when the A button is pressed and then it flips constantly until i let go, but when i press D the player doesn't flip. How can i get my player to only flip once and to flip left when i press A and right when i press D?

I'll just paste my whole code down here so if anyone can help me out with this problem it will be much appreciated :)

public class PlayerController : MonoBehaviour { //delcare variables float walkingSpeed = 0.02f; float runningSpeed = 0.05f; bool facingRight = true; Animator anim;

 void Start () 
 {

     anim = this.GetComponent<Animator>();
 }
 
 // Update is called once per frame
 void Update () 
 {

     Vector2 playerPos = this.transform.position;

     if (Input.GetKey (KeyCode.D) && Input.GetKey (KeyCode.LeftShift) == false) 
     {
         //Debug.Log ("running Right");
         playerPos.x = playerPos.x + runningSpeed;
         this.transform.position = playerPos;

         anim.SetTrigger ("IsRunning");

         if (facingRight = false) 
         {
             Flip ();
         }
     } 
     else if (Input.GetKey (KeyCode.A) && Input.GetKey (KeyCode.LeftShift) == false) 
     {
         //Debug.Log ("running left ");
         playerPos.x = playerPos.x - runningSpeed;
         this.transform.position = playerPos;

         anim.SetTrigger ("IsRunning");
         if (facingRight = true) 
         {
             Flip ();
         }
     } 
     else if (Input.GetKey (KeyCode.D) && Input.GetKey (KeyCode.LeftShift) == true) 
     {
         Debug.Log ("walking right");
         playerPos.x = playerPos.x + walkingSpeed;
         this.transform.position = playerPos;
     } 
     else if (Input.GetKey (KeyCode.A) && Input.GetKey (KeyCode.LeftShift) == true) 
     {
         //Debug.Log ("walking left");
         playerPos.x = playerPos.x - walkingSpeed;
         this.transform.position = playerPos;
     } 
     else 
     {
         anim.SetTrigger ("IsIdle");
     }

 }

 void Flip ()
 {
     Debug.Log ("flipping the player");

     facingRight = !facingRight;

     Vector2 playerScale = this.transform.localScale;

     playerScale.x = playerScale.x * -1;

     this.transform.localScale = playerScale;
 }

}

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Answer by khooroko · Aug 10, 2018 at 01:49 AM

It's a typo. It should be if (facingRight == false) and if (facingRight == true) with double equals to check for equality. facingRight = false will always return true because it's a simple assignment expression, so Flip() will be called every frame when you're holding down A or D. At least that's how I think it is, but I'm not sure why it does not get called in your case when holding D. Try changing this and see if it works.

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