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This question was closed May 27, 2019 at 08:56 AM by highpockets for the following reason:

It has been asked twice by the poster with different Headings for the question

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Question by MarkoTheGameNord · May 27, 2019 at 10:00 AM · c#2dspriterotate2d rotation

Player rotation 2d

My code only makes the sprite rotate and not the objects attached to a player, can i get some help to make the whole char rotate without flipping the camera Here is the code public Animator animator; Rigidbody2D rg2d; SpriteRenderer spriteRenderer; public float runspeed = 8f; public float jumpforce = 18f; bool isGrounded; [SerializeField] Transform groundCheck; [SerializeField] Transform groundCheck2; [SerializeField] Transform groundCheck3; void Start() { animator = GetComponent<Animator>(); rg2d = GetComponent<Rigidbody2D>(); spriteRenderer = GetComponent<SpriteRenderer>(); } private void FixedUpdate() { if ((Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"))) || (Physics2D.Linecast(transform.position, groundCheck2.position, 1 << LayerMask.NameToLayer("Ground"))) || (Physics2D.Linecast(transform.position, groundCheck3.position, 1 << LayerMask.NameToLayer("Ground")))) { isGrounded = true; animator.SetBool("Jumping", false); } else { isGrounded = false;animator.SetBool("Jumping", true); } if (Input.GetKey("d")) { rg2d.velocity = new Vector2(runspeed, rg2d.velocity.y); spriteRenderer.flipX = false; } else if (Input.GetKey("a")) { rg2d.velocity = new Vector2(-(runspeed), rg2d.velocity.y); spriteRenderer.flipX = true; } else { rg2d.velocity = new Vector2(0, rg2d.velocity.y); } if (Input.GetKey("space") && isGrounded) { rg2d.velocity = new Vector2(rg2d.velocity.x, jumpforce); } animator.SetFloat("Speed",Mathf.Abs(rg2d.velocity.x)); if (Input.GetKeyDown("q") && isGrounded) { animator.SetBool("Attack", true); } else animator.SetBool("Attack", false);

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