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Question by janreymary · Jul 30, 2017 at 02:29 PM · playermovment

Can anyone solve my blink script?

When the local scale.x of my player is positive blink goes forward but in my scenario it goes backward then if i click 2nd turn it goes blink in right position and it normally function but when the local scale x changes then i click my blink at the first time it goes backward then 2nd times goes forward

sorry for my grammar.. i had a few knowledge in english language

this is my scirpt

 public void Blink()
 {
     if (speed > 0 && blink.x < 0)

         blink = new Vector3 (blinkDistance, 0, 0);
     
     else
         blink = new Vector3 (-blinkDistance, 0, 0);


     transform.position += blink;
     blink = myTrans.localScale;
     blink.x *= -1;



 
 }

void Update () { if (Input.GetKeyDown (KeyCode.O)) { Blink (); } }

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Answer by Onk3y · Aug 14, 2017 at 02:56 PM

In fact it is really hard to understand what you're asking for but I think this might work

     void Blink()
     {
         if (blinkVector.x < 0)
             blinkVector = new Vector3(blinkDistance, 0, 0);
 
         else
             blinkVector = new Vector3(-blinkDistance, 0, 0);
         transform.position += blinkVector;
         transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z);
         blinkVector = transform.localScale;
     }

However using negative scale might srew up the colliders of your gameObjects. Box colliders for example do not support negative scale.

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