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Question by antomarsi · Nov 17, 2016 at 01:48 AM · 2dmultiplayernetworkscaleflip

2D Multiplayer Character Flip

So, i am trying to make a 2D side Scroll multiplayer game, but i am having some trouble with the character fliping... I am using the Unity's default 2D Character Controller, and i am fliping with the character Scale. Anyone knows how i make it work? Here is the code so far: private bool m_FacingRight = true;

     private void Awake()
     {
         m_GroundCheck = transform.Find("GroundCheck");
         m_CeilingCheck = transform.Find("CeilingCheck");
         m_Rigidbody2D = GetComponent<Rigidbody2D>();
     }
     private void FixedUpdate()
     {
         m_Grounded = false;
 
         Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
         for (int i = 0; i < colliders.Length; i++)
         {
             if (colliders[i].gameObject != gameObject)
                 m_Grounded = true;
         }
         m_Anim.SetBool("Ground", m_Grounded);
         m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
     }
 
 
     public void Move(float move, bool crouch, bool jump)
     {
         if (!crouch && m_Anim.GetBool("Crouch"))
         {
 
             if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
             {
                 crouch = true;
             }
         }
         m_Anim.SetBool("Crouch", crouch);
 
         if (m_Grounded || m_AirControl)
         {
             move = (crouch ? move*m_CrouchSpeed : move);
             m_Anim.SetFloat("Speed", Mathf.Abs(move));
 
             m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y);
 
             if (move > 0 && !m_FacingRight)
             {
                 if (!isLocalPlayer)
                     RpcFlip();
                 else
                     CmdFlip();
             }
             else if (move < 0 && m_FacingRight)
             {
                 if (!isLocalPlayer)
                     RpcFlip();
                 else
                     CmdFlip();
             }
         }
         if (m_Grounded && jump && m_Anim.GetBool("Ground"))
         {
             m_Grounded = false;
             m_Anim.SetBool("Ground", false);
             m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
         }
     }
     [Command]
     private void CmdFlip()
     {
         m_FacingRight = !m_FacingRight;
 
         Vector3 flipScale = BodyToFlip.localScale;
         flipScale.x *= -1;
         BodyToFlip.localScale = flipScale;
     }
 
     [ClientRpc]
     private void RpcFlip()
     {
         m_FacingRight = !m_FacingRight;
 
         Vector3 flipScale = BodyToFlip.localScale;
         flipScale.x *= -1;
         BodyToFlip.localScale = flipScale;
     }
 }

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avatar image Cepheid · Nov 17, 2016 at 04:01 AM 0
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@antomarsi

What exactly are you having problems with, are you getting any errors in the console window? Also where is BodyToFlip declared? You are currently assigning a position to a variable that either doesn't exist or isn't instantiated from the look of things.

avatar image antomarsi Cepheid · Nov 17, 2016 at 03:56 PM 0
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@Cepheid The BodyToFlip is a transform added via inspector. The problem is that i cant sync the scale on a multiplayer game.

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