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Question by nicoolsen10 · Apr 12, 2019 at 08:07 AM · 2dcharacterflip

Flip a 2d character

i want to flip my 2d character but i cant figure out how to do it can someone pls help me im new to programing so im trying to learn it

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

public class PlayerController : MonoBehaviour {

 public float moveSpeed;
 public float jumpForce;

 public KeyCode left;
 public KeyCode right;
 public KeyCode jump;
 public KeyCode shootBullet;

 private Rigidbody2D theRB;

 public Transform groundCheckPoint;
 public float groundCheckRadius;
 public LayerMask whatIsGrounded;

 public bool isGrounded;
 public bool Flip;

 private Animator anim;

 // Start is called before the first frame update
 void Start()
 {
     theRB = GetComponent<Rigidbody2D>();
     anim = GetComponent<Animator>();
 }

 // Update is called once per frame
 void Update()
 {
     isGrounded = Physics2D.OverlapCircle(groundCheckPoint.position, groundCheckRadius, whatIsGrounded);

     if (Input.GetKey(left))
     {
         theRB.velocity = new Vector2(-moveSpeed, theRB.velocity.y);
         if (Flip == false)
         {
             Flip = true;
         }
     }
     else if (Input.GetKey(right))
     {
         theRB.velocity = new Vector2(moveSpeed, theRB.velocity.y);
         if (Flip == true)
         {
             Flip = false;
         }
     }
     else
     {
         theRB.velocity = new Vector2(0, theRB.velocity.y);
     }

     if (Input.GetKeyDown(jump) && isGrounded)
     {
         theRB.velocity = new Vector2(theRB.velocity.x, jumpForce);
     }

     anim.SetFloat("Speed", Mathf.Abs(theRB.velocity.x));
     anim.SetBool("Grounded", isGrounded);
 }

 private void flip()
 {
     if (Flip == false)
     {
         transform.Rotate(0f, 0f, 0f);
     }

     if (Flip == true)
     {
         transform.Rotate(0f, 180f, 0f);
     }
 }

}

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avatar image nicoolsen10 · Apr 12, 2019 at 09:34 AM 0
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Thanks for all the answers but none of them works like i want them to because i have a shoot point and it wont flip with the character

avatar image highpockets nicoolsen10 · Apr 12, 2019 at 09:36 AM 0
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make the shoot point a child of the character, then when you rotate, it will as well

avatar image highpockets nicoolsen10 · Apr 12, 2019 at 09:37 AM 0
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I don't $$anonymous$$d taking a look at your project if you can't figure it out, if you want to post a link to the zip project here

avatar image nicoolsen10 highpockets · Apr 12, 2019 at 10:02 AM 0
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okay it works now but the shoot point dont rotate so im shooting my self

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Answer by highpockets · Apr 12, 2019 at 08:33 AM

Ok, I edited your script. Now just make sure the transform is facing left at the start and it should work. If you are doing this with a 2D sprite on the other hand, just set the scale of the x value to -1 for left and 1 for right instead of rotate.

Cheers

     using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
     public class PlayerController : MonoBehaviour {
      public float moveSpeed;
      public float jumpForce;
     
      public KeyCode left;
      public KeyCode right;
      public KeyCode jump;
      public KeyCode shootBullet;
     
      private Rigidbody2D theRB;
     
      public Transform groundCheckPoint;
      public float groundCheckRadius;
      public LayerMask whatIsGrounded;
     
      public bool isGrounded;
      public bool facingLeft = true;
     
      private Animator anim;
     
      // Start is called before the first frame update
      void Start()
      {
          theRB = GetComponent<Rigidbody2D>();
          anim = GetComponent<Animator>();
      }
     
      // Update is called once per frame
      void Update()
      {
          isGrounded = Physics2D.OverlapCircle(groundCheckPoint.position, groundCheckRadius, whatIsGrounded);
     
          if (Input.GetKey(left))
          {
              theRB.velocity = new Vector2(-moveSpeed, theRB.velocity.y);
              if (facingLeft == false)
              {
                  transform.Rotate(0,180,0);
                  facingLeft = true;
              }
          }
          else if (Input.GetKey(right))
          {
              theRB.velocity = new Vector2(moveSpeed, theRB.velocity.y);
              if (facingLeft == true)
              {
                  transform.Rotate(0,-180,0);
                  facingLeft = false;
              }
          }
          else
          {
              theRB.velocity = new Vector2(0, theRB.velocity.y);
          }
     
          if (Input.GetKeyDown(jump) && isGrounded)
          {
              theRB.velocity = new Vector2(theRB.velocity.x, jumpForce);
          }
     
          anim.SetFloat("Speed", Mathf.Abs(theRB.velocity.x));
          anim.SetBool("Grounded", isGrounded);
      }
     } 

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Answer by shgdi · Apr 12, 2019 at 08:24 AM

In need yo use this code SpriteRenderer.flipX to flip your 2d sprite. So go ahead and change it. Do something like this :

  private void flip()
  {
      if (Flip == false)
      {
         GetComponent<SpriteRenderer>().flipX =false;
      }
      if (Flip == true)
      {
          GetComponent<SpriteRenderer>().flipX = true;
      }
  }
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Answer by Kaihyo · Apr 12, 2019 at 08:45 AM

Hi !

Actually, you do not call your flip() method anywhere in your update loop. You may try the following :

 if (Input.GetKey(left))
 {
     theRB.velocity = new Vector2(-moveSpeed, theRB.velocity.y);
     if (!Flip) // same as Flip == false
     {
         flip();
     }
 }
 else if (Input.GetKey(right))
 {
     theRB.velocity = new Vector2(moveSpeed, theRB.velocity.y);
     if (Flip) // same as Flip == true
     {
         flip()
     }
 }
 else
 {
     theRB.velocity = new Vector2(0, theRB.velocity.y);
 }

Your flip() method should look like this.

 private void flip()
 {
     // in both case, we rotate it by 180° around the Y-axis
     transform.Rotate(0f, 180f, 0f);
     // flip takes its opposite value (if it was flipped, it becomes unflipped and vice versa)
     flip != flip;
 }
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