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Question by Cognitive Dissonance · Mar 07, 2014 at 01:24 AM · transformrotatefliplocalscale

Flipping. (transform.Rotate VS transform.localScale)

Hey all, i seem to have stumbled upon a dilemma.

Ideally i want to be able to flip my sprite so that i wont need to use different walking animations.If i approach t$$anonymous$$s by:

 Vector3 theScale = transform.localScale;
 theScale.x *= -1;
 transform.localScale = theScale;

then as mentioned in many other threads t$$anonymous$$s messes up the physics ( e.g onCollisionExit2D doesnt always work properly ).

However if the problem is approached by implemeting t$$anonymous$$s

 transform.Rotate(Vector3.up*180)

even though that should work, it wont if you ve checked the angle to be fixed. That means you have to uncheck the fixed angle option and manually set the z and x angle to be 0 in every update but i noticed that t$$anonymous$$s is somewhat glitchy.

Any suggestions/ideas? How do you implement a Flip() function and keep the physics up and running? Thanks everyone for being awesome :)

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avatar image Shadowys · May 23, 2014 at 08:19 AM 0
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Not sure if this is a glitch with 2D, but in 3D even with every angle fixed, using Rotate works, but normally I use Quartenion.Lerp() to smooth the rotations, instead of using rotate.

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