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Question by buttblaster · Feb 08 at 10:20 PM · unity 2danglelocalrotationflippinglookatmouse

Angles invert after flipping player by 180 on Y-axis in 2D.

I wanted to implement looking at the cursor using this code:

     private void LookAtCursor()
     {
         Vector2 vectorTowardsCursor = (cursor.position - headTransform.position).normalized;
         float vectorAngle = Mathf.Atan2(vectorTowardsCursor.y, vectorTowardsCursor.x) * Mathf.Rad2Deg;
 
         if ((cursor.position.x > transform.position.x && !facingRight) ||
             (cursor.position.x < transform.position.x && facingRight))
         {
             Flip();
         }
 
         float smoothedAngle = Mathf.SmoothDampAngle(headTransform.eulerAngles.z, vectorAngle, ref 
                               refRotation, headSmoothing * Time.deltaTime);
         headTransform.localRotation = Quaternion.Euler(0f, 0f, smoothedAngle);
     }

and the problem arises when I try to flip 180 degrees on Y-axis using this code:

     private void Flip()
     {
         facingRight = !facingRight;
         gfxTransform.Rotate(0f, 180f, 0f);
     }

the angle gets inverted and offset by 180 degrees. I tried subtracting 180 degrees to "vectorAngle" variable but it only solves the offset problem. Inverting still persists. I have tried using "headTransform.rotation" before, which solves the issue of inverting but it does not want to flip with it's parent. Thank you for anyone willing to help!

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