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Question by ZachSKY · Nov 09, 2020 at 12:56 PM · unity 2dweapontop down shooter

,Trying to flip a sprite to the left from the right side with a mouse

hi im following this tutorial but the sprite disappears when i turn it over 180 degrees, help?

https://www.youtube.com/watch?v=6hp9-mslbzI

alt text

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class pivot : MonoBehaviour { private bool m_FacingRight = true; // For determining which way the player is currently facing. public GameObject MyPlayer;

 void Update()
 {
     //Arm Rotation
     Vector3 difference = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
     float rotationZ = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg;


     // also check if you are facing the other way
     // so you do not call Flip() when you dont need to
     if (Mathf.Abs(rotationZ) > 90f && m_FacingRight)
     {
         transform.localRotation = Quaternion.Euler(180, 0, -rotationZ);
     }
     else if (Mathf.Abs(rotationZ) < 90f && !m_FacingRight)
     {
         transform.localRotation = Quaternion.Euler(180, 180, -rotationZ);
     }

     // Since your player's local scale is fliped
     // you'll need to adjust the rotation too
     if (!m_FacingRight)
     {
         rotationZ += 180;
     }

     // lastly apply the rotation
     transform.rotation = Quaternion.Euler(0f, 0f, rotationZ);
 }

}

,hi, i kinda just started coding and i went online and found a tutorial. i want it to be able to rotate 180 degrees, but if the cursor is to the left, i want the sprite to flip upright. but for some reason, when i put my cursor over 180 degrees, the sprite just disappeared. any solutions?

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class pivot : MonoBehaviour { private bool m_FacingRight = true; // For determining which way the player is currently facing. public GameObject MyPlayer;

 void Update()
 {
     //Arm Rotation
     Vector3 difference = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
     float rotationZ = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg;


     // also check if you are facing the other way
     // so you do not call Flip() when you dont need to
     if (Mathf.Abs(rotationZ) > 90f && m_FacingRight)
     {
         transform.localRotation = Quaternion.Euler(180, 0, -rotationZ);
     }
     else if (Mathf.Abs(rotationZ) < 90f && !m_FacingRight)
     {
         transform.localRotation = Quaternion.Euler(180, 180, -rotationZ);
     }

     // Since your player's local scale is fliped
     // you'll need to adjust the rotation too
     if (!m_FacingRight)
     {
         rotationZ += 180;
     }

     // lastly apply the rotation
     transform.rotation = Quaternion.Euler(0f, 0f, rotationZ);
 }

}

alt text

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capture.jpg (19.8 kB)
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