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Question by pratyushmenon · Jun 22, 2020 at 08:22 AM · playerflickeringglitching

Player Character glitching

I have a 2D Player Character moving in a tilemap and it was working fine, but now all of a sudden it keeps flickering in and out of existence when I hit play. Can anyone tell me what's going on? Here is the PlayerController script for reference.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour
 {
     public float speed = 5f;
     public float jumpSpeed = 8f; 
     private float movement = 0f;
     public Rigidbody2D rigidBody;
     private bool isTouchingGround;
     private Animator playerAnimation;
     public Vector3 respawnPoint;
     public bool doublejump;
     public LevelManager gameLevelManager;
     private Transform FirePoint;
     private int direction;
     public FeetScript playerFeetScript;   
     
     // Start is called before the first frame update
     void Start()
     {
         rigidBody = GetComponent<Rigidbody2D>();
         playerAnimation = GetComponent<Animator>();
         respawnPoint = transform.position;
         doublejump = true;
         gameLevelManager = FindObjectOfType <LevelManager> ();
         FirePoint = this.gameObject.transform.GetChild(1);
         direction = 1; 
         playerFeetScript = FindObjectOfType<FeetScript>();
     }
     
 
     // Update is called once per frame
     void Update()
     {
         isTouchingGround = playerFeetScript.touchGround;
         movement = Input.GetAxis("Horizontal");
         if (movement != 0f)
         {
             rigidBody.velocity = new Vector2(movement * speed, rigidBody.velocity.y);
         }
         if (Input.GetButtonDown("Jump")&& (isTouchingGround || doublejump))
         {
             rigidBody.velocity = new Vector2(rigidBody.velocity.x, jumpSpeed);
             doublejump = false;
         }
         if (Input.GetButtonDown("Fire1"))
         {
             playerAnimation.SetTrigger("Attack");
         }
          
         if (Input.GetButtonDown("Fire2"))
         {
             playerAnimation.SetTrigger("Block");
         }
         
         if (Input.GetButtonDown("Fire3"))
         {
             playerAnimation.SetTrigger("Cast");
         }
         
         if (rigidBody.velocity.x > 0.1)
         {
             if (direction == -1)
             {
                 transform.localScale = new Vector2(1, 1);
                 FirePoint.Rotate(0f, 180f, 0f);
                 direction = 1;
             }
             
             playerAnimation.SetFloat("Speed", rigidBody.velocity.x);
             
         }
         else if (rigidBody.velocity.x < -0.1)
         {
             if (direction == 1)
             {
                 transform.localScale = new Vector2(-1, 1);
                 FirePoint.Rotate(0f, 180f, 0f);
                 direction = -1;
             }
         
 
             playerAnimation.SetFloat("Speed", -(rigidBody.velocity.x));
             
         }
         playerAnimation.SetBool("OnGround", isTouchingGround);
         if (isTouchingGround) doublejump = true;
     }
 
     void OnTriggerEnter2D(Collider2D other)
     {
         if (other.tag == "FallDetector")
         {
             gameLevelManager.Respawn();
         }
         if (other.tag == "Checkpoint")
         {
             respawnPoint = other.transform.position;
         }
     }
     
 }
 

And here's a clip of what happens when the game runs: Glitching Clip

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