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Question by Allennick · Apr 02 at 09:11 AM · texturescripting beginnercollider2dmovement scripttilemap

When I flip my sprite it goes out of the tilemaps foreground

Hello everyone, I came across a problem that I can't solve. Whenever I move my character if it's near the edge of the map it goes through the tilemaps collider and goes out of the map. Here's the screenshot I took:

This is normal: link text

This is when the bug occurs: link text

Sorry if the links are of Google Drive but this site doesn't let me upload images... Here's the code I'm using to move and flip the character:

 using System.Collections;
 using UnityEngine;
 using UnityEngine.InputSystem;
 
 public class MovementScript : MonoBehaviour
 {
     Vector2 moveInput;
 
     Animator animator;
     Rigidbody2D rb;
     BoxCollider2D myCollider;
     PlayerStats playerStats;
     float playerSpeed;
    
     [SerializeField] float timeToWaitAfterBeingAttackedToMoveAgain = 1f;
     [SerializeField] int kickbackFromEnemyAttack = 40;
 
     void Start()
     {
         myCollider = GetComponent<BoxCollider2D>();
         rb = GetComponent<Rigidbody2D>();
         animator = GetComponent<Animator>();
         playerStats = GetComponent<PlayerStats>();
     }
 
     void FixedUpdate()
     {
         playerSpeed = playerStats.GetPlayerSpeed();
         if(playerStats.PlayerIsAlive())
         {
             Run();
             FlipSprite();
         }        
     }
 
     //If the player goes left the sprite flips left, otherwise it flips to the right
     void FlipSprite()
     {
         bool playerHasHorizontalSpeed = Mathf.Abs(rb.velocity.x) >= Mathf.Epsilon;
 
         if(playerHasHorizontalSpeed)
         {
             transform.localScale = new Vector2(Mathf.Sign(rb.velocity.x), 1f);
         }
     }
 
     void Run()
     {        
         Vector2 playerVelocity = new(moveInput.x * playerSpeed, rb.velocity.y);
         rb.velocity = playerVelocity;
         
         if (myCollider.IsTouchingLayers(LayerMask.GetMask("Ground")))
         {
             animator.SetBool("run", Mathf.Abs(rb.velocity.x) >= Mathf.Epsilon);
         }   
     }
 
     void OnMove(InputValue value)
     {
         moveInput = value.Get<Vector2>();
     }     
 
     private void OnCollisionEnter2D(Collision2D collision)
     {
         if(collision.gameObject.CompareTag("Enemy") && playerStats.PlayerIsAlive())
         {            
             this.enabled = false;
             TriggerKickup();
             StartCoroutine(ActivateMovement());
         }
     }
 }
 

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avatar image Allennick · Apr 02 at 10:27 AM 0
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The link of the bug is here: sorry

avatar image Allennick · Apr 02 at 10:28 AM 0
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Mistake again: THIS IS THE CORRECT LINK

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