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Question by berkayzng · Jun 24, 2021 at 10:10 PM · bugglitch

There is bug if I use input and collision at the same time,bug after collission

Hi guys, I am working for it too long and I decided to ask here. Here is the problem. I am making a 2d game with auto movement player. Player goes one direction and if I press 'A' key it changes its direction and go for other direction. There is colliders at two side of the screen with colliders. If I hit them, my player changes its direction also. But I figure that if I press the 'A' key at the same time with collision time, there is a glitch and It dont changes its direction. It basically stucks. Here is my code below:

 public void Movement()
 {
     
     if (m_Rigidbody.velocity.x >= 0  && Input.GetKeyDown(KeyCode.A) && !anim.GetBool("isDeath")) 
     {
         
         m_Rigidbody.velocity = direction * transform.right * m_Speed;
         
         transform.localRotation = Quaternion.Euler(0,0,0);
         if(transform.localRotation ==Quaternion.Euler(0,0,0)){
             deneme = false; 
         }
         direction*=-1;
         
             
         //transform.eulerAngles = new Vector3(0f, 180f, 0f);
             
             
             
             
     }
     else if(m_Rigidbody.velocity.x <= 0 && Input.GetKeyDown(KeyCode.A) && !anim.GetBool("isDeath"))
     {
         
         m_Rigidbody.velocity = transform.right * m_Speed;
         
         transform.localRotation = Quaternion.Euler(0,180,0);
         if(transform.localRotation ==Quaternion.Euler(0,180,0)){
             deneme = true; 
         }
         direction*=-1;
         
             
             
         //transform.eulerAngles = new Vector3(0f, 0f, 0f);
             
             
             
         
     }
     
 }

 void OnCollisionEnter2D(Collision2D collision)
 {
     
     if (collision.gameObject.tag == "tree" )
     {
         
         FindObjectOfType<AudioManager>().Play("Move");
         transform.localRotation = Quaternion.Euler(0,180,0);
         
         m_Rigidbody.velocity = direction*transform.right * m_Speed;
         direction*=-1;
         
         deneme = true;
         
         
         
         //transform.eulerAngles = new Vector3(0f, 180f, 0f);
         
         
         
     }

     if (collision.gameObject.tag == "tree1" )
     {
         
         FindObjectOfType<AudioManager>().Play("Move");
         transform.localRotation = Quaternion.Euler(0,0,0);
         
         m_Rigidbody.velocity = direction*transform.right * m_Speed;
         direction*=-1;
        
         deneme = false;


,

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