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Question by YT5h4dow · Sep 09, 2018 at 04:20 AM · 2dpositionaienemy2d-platformer

sprite changes z position without any input to do so

im making a 2d platformer and i have a patrolling enemy but for some reason he changes z position even though i didn't say to and it makes his z position behind the camera so he doesn't render

heres the code

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class EnemyPatrol : MonoBehaviour {
 
     public float speed;
     public float distance;
 
     private bool movingRight = true;
 
     public Transform groundDetection;
 
 
     void Update()
     {
         transform.Translate(Vector2.right * speed * Time.deltaTime);
 
         RaycastHit2D groundInfo = Physics2D.Raycast(groundDetection.position, Vector2.down, distance);
         if (groundInfo.collider == false)
         {
             if (movingRight == true)
             {
                 transform.eulerAngles = new Vector3(0, -180, 0);
                 movingRight = false;
             }else
             {
                 transform.eulerAngles = new Vector3(0, 0, 0);
                 movingRight = true;
             }
         }
 
     }
 }
 
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avatar image YT5h4dow · Sep 09, 2018 at 04:51 AM 0
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i kinda fixed it(by deleting the sprite and putting in a new one). i say kinda because even tho the z position is still changing in the inspector, he isnt actually changing z in the scene or game.

avatar image Atiyeh123 YT5h4dow · Sep 09, 2018 at 11:02 AM 0
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Hi , when the z is changing in inspector , it also changing in scene forsure. i think your problem is that you add rigidbody to your player add dont mark the constraint checkbox for z position. also add Space.world to your second parameter of translate if you are in world space.

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Answer by toddisarockstar · Sep 09, 2018 at 12:38 PM

try this

 using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;
  
  public class EnemyPatrol : MonoBehaviour {
  
      public float speed;
      public float distance;
  
      private bool movingRight = true;
  
      public Transform groundDetection;
  
  
      void Update()
      {
          transform.position = new Vector3(transform.position.x+ speed *Time.deltaTime,
 transform.position.y,transform.position.z);
 );
  
          RaycastHit2D groundInfo = Physics2D.Raycast(groundDetection.position, Vector2.down, distance);
          if (groundInfo.collider == false)
          {
              if (movingRight == true)
              {
                  transform.eulerAngles = new Vector3(0, -180, 0);
                  movingRight = false;
              }else
              {
                  transform.eulerAngles = new Vector3(0, 0, 0);
                  movingRight = true;
              }
          }
  
      }
  }
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