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Question by Epicepicness · Aug 21, 2016 at 04:14 PM · c#rotatescalegunquaternions

Reversed Rotation Problem

Hello everyone, I've been working on a 2D platformer game for a bit. But I've had a problem with the rotation of my player character's gun and the bullets being fired from it, which I've been stuck on for quite a while now. The idea is to rotate the gun and fire projectiles towards the mouse location. This more or less works fine when facing the right (the default scale).

!

However, when I face my character left, the vertical rotation is reversed, and I'm unable to find a decent solution to this.

alt text

The character and weapon are build in the hierachy as follows:

Player
- gunArm
- - Weapon
- - - FirePoint
- - - WeaponModel

The flipping is done by flipping both the player and the gunArms x-scale:

 Vector3 theScale = transform.localScale; 
 theScale.x *= -1;
 transform.localScale = theScale;
 
 Vector3 armScale = gunArm.transform.localScale; 
 armScale.x *= -1;
 gunArm.transform.localScale = armScale;

The projectile fired takes the same rotation as a firePoint object attatched to my gun:

 for (int i = 0; i < firePoints.Length; i++) {
     nextShotTime = Time.time + fireRate;
 
     Projectile newProjectile = Instantiate (projectile, firePoints[i].position, firePoints[i].rotation) as Projectile;
 }

During the testing I did find out that the projectile does indeed take the same rotation as my gunArm in the inspector, however the actual rotation is reversed. I've tried a whole lot, but always end up with this, or worse. Any help would be appreciated. In fact, any advice concerning rotation, Quaternions and all that is appreciated; these are a stumbling block everytime I encounter them.

facingright.png (7.7 kB)
facingleft.png (5.7 kB)
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Answer by Epicepicness · Aug 26, 2016 at 11:02 PM

Bump, still having trouble with this; would appreciate an awnser.

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