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Question by Timze · May 22, 2017 at 03:13 PM · 2dinstantiateprefabrigidbody2dshoot

When flipping player, instantiated objects spawn on different spot. 2D shooting

Hey, I followed tutorial at https://www.youtube.com/watch?v=SlEFoM4h3Mc&t. As couple guys already mentioned on latest comments: When shooting the other way (flipping the sprite on x-axis) the projectile shoots from a bit different spot. (from feet)

 {
 public GameObject projectile;  
 public Vector2 offset = new Vector2(1f, 1f);    
 public Vector2 velocity;    
 float cooldown = 1; 
 bool canThrow = true;

 void Update()
 {
     if (Input.GetKeyDown(KeyCode.E) && canThrow)
     {
         GameObject clone = (GameObject)Instantiate(projectile, (Vector2)transform.position + (offset * transform.localScale.x), Quaternion.identity);
         clone.GetComponent<Rigidbody2D>().velocity = new Vector2(velocity.x * transform.localScale.x, velocity.y);
         StartCoroutine("CanThrow");
     }
 }

 IEnumerator CanThrow()
 {
     canThrow = false;
     yield return new WaitForSeconds(cooldown);
     canThrow = true;
 }
 }

Any ideas here for a fix? :) Tested on 5.6 and 5.6 beta. Thanks already in advance.

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avatar image Timze · May 25, 2017 at 04:18 PM 0
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Still no any ideas for this? :(

I made a test scene in case someone got time to check it out. Simple small test scene. Download link: https://ufile.io/7pg7l

Thanks in advance.

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