Question by 
               Shadowlash1221 · Jan 20, 2016 at 05:10 AM · 
                2drotationprojectile  
              
 
              Spin Projectile?
So iv'e got my projectile moving perfectly but i need one thing, how do i rotate it the way it's facing on the z axis? I used an animation but it only rotated right, what do i do? Please help me, thanks
 using UnityEngine;
 using System.Collections;
 
 public class StarProjectile : MonoBehaviour {
     [HideInInspector] public bool facingRight = true;
     public Rigidbody2D projectile;
     void Update()
     {
         if (Input.GetButtonDown ("Fire1")) {
             Rigidbody2D clone;
             clone = Instantiate (projectile, transform.position, transform.rotation) as Rigidbody2D;
 
             if (facingRight)
                 clone.velocity = transform.TransformVector (50 * Vector3.right);
             else
                 clone.velocity = transform.TransformVector (-50 * Vector3.right);
         }
     }
 
     void OnTriggerEnter2D(Collider2D other) {
             if(other.gameObject.tag == "Enemy")
                 {
                     DestroyObject(other.gameObject);
                 }
             }
         }
 
              
               Comment
              
 
               
              Please, explain how you want it to be rotated. Draw some pictures or something like this. You are posting the script I did for you, but keep in $$anonymous$$d that we can't make a game for you, only help. :)
I wanted to see how to make it rotate rotate left when the player throws it left and rotate it right when the player throws it right. I made this script but it didn't work :/
 using UnityEngine;
 using System.Collections;
 
 public class StarRotate : $$anonymous$$onoBehaviour {
     [HideInInspector] public bool facingRight = true;
 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
         if (facingRight)
             transform.Rotate (Vector3.right * Time.deltaTime);
         else
             transform.Rotate (Vector3.left * Time.deltaTime);
     }
 }
 
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