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[Part 1] Issue with player’s sprite not flipping properly
Home › Forums › Video Game Tutorial Series › Creating a Metroidvania in Unity › [Part 1] Issue with player’s sprite not flipping properly
- This topic has 5 replies, 3 voices, and was last updated 2 days, 3 hours ago by
Ser Apustaja.
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AuthorPosts
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March 31, 2025 at 5:08 am #17683::
@redakumaproduction has a question regarding the player’s sprite flipping.
i am trying to do the flip part,everything is type correctly, but as soon as i move in a direction or an other, my player disapear . any help would be verry appreciated. i also tried this code and it too didnt work , i also noticed that as soon as i move my z scale become 0.
void Flip() { if (xAxis < 0) { transform.localScale = new Vector2(-1 -Mathf.Abs(transform.localScale.x), transform.localScale.y); } else if (xAxis > 0) { transform.localScale = new Vector2(1 Mathf.Abs(transform.localScale.x), transform.localScale.y); } }
March 31, 2025 at 5:16 am #17685::It looks like there are a couple of issues in your
Flip
method that may be causing the player to disappear.- Setting the Scale Incorrectly: When you are flipping the sprite, you should not subtract the absolute value of the current scale from -1. Instead, you should just set the x scale to -1 or 1 depending on the direction. The following changes can be made:
void Flip() { if (xAxis 0) { transform.localScale = new Vector2(Mathf.Abs(transform.localScale.x), transform.localScale.y); } }
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Z Scale: You mentioned that the z scale becomes 0. Ensure that you do not modify the z scale in your
Flip
method, as it should remain 1 (or whatever your original z scale is). In Unity, if the z scale is 0, the object will not be rendered correctly. -
Calling the Flip Method: Ensure that your
Flip
method is being called appropriately in your code, ideally when you’re checking for input. For example, you can call it inside your update loop or where you handle player movement. -
Complete Movement Code: If you have a complete player movement code, ensure that it’s not conflicting with the scaling. Make sure that the
xAxis
variable reflects the correct input value you want to use.
Here’s a more complete example of how you might integrate this:
void Update() { float xAxis = Input.GetAxis("Horizontal"); MovePlayer(xAxis); // Assuming you have a method to handle movement Flip(xAxis); } void MovePlayer(float xAxis) { // Your movement code here } void Flip(float xAxis) { if (xAxis 0) { transform.localScale = new Vector2(Mathf.Abs(transform.localScale.x), transform.localScale.y); } }
Make sure to test the code after making these adjustments. If you still encounter issues, check if there are any other parts of your code that might be affecting the player’s scale or visibility.
March 31, 2025 at 6:49 am #17687::here is my complete coding up to now
using UnityEngine; public class PlayerController : MonoBehaviour { [Header("Horizontal Movement Settings")] [SerializeField] private float WalkSpeed = 1f; [Header("Ground Check Settings")] [SerializeField] private float jumpForce = 45; [SerializeField] private Transform GroundCheckPoint; [SerializeField] private float GroundCheckY = 0.2f; [SerializeField] private float GroundCheckX = 0.5f; [SerializeField] private LayerMask WhatIsGround; private Rigidbody2D rb; private float xAxis; Animator anim; // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { rb= GetComponent<Rigidbody2D>(); anim = GetComponent<Animator>(); } // Update is called once per frame void Update() { GetInputs(); Move(); Jump(); Flip(); } void GetInputs() { xAxis = Input.GetAxisRaw("Horizontal"); } void Flip() { if(xAxis < 0) { transform.localScale = new Vector2( -1, transform.localScale.y); } else if(xAxis > 0) { transform.localScale = new Vector2( 1, transform.localScale.y); } } private void Move() { rb.linearVelocity = new Vector2(WalkSpeed * xAxis, rb.linearVelocity.y); anim.SetBool("Walk", rb.linearVelocity.x != 0 && Grounded()); } public bool Grounded() { if (Physics2D.Raycast(GroundCheckPoint.position, Vector2.down, GroundCheckY, WhatIsGround) || Physics2D.Raycast(GroundCheckPoint.position + new Vector3(GroundCheckX, 0, 0), Vector2.down, GroundCheckY, WhatIsGround) || Physics2D.Raycast(GroundCheckPoint.position + new Vector3(-GroundCheckX, 0, 0), Vector2.down, GroundCheckY, WhatIsGround)) { return true; } else { return false; } } void Jump() { if (Input.GetButtonUp("Jump") && rb.linearVelocity.y > 0) { rb.linearVelocity = new Vector2(rb.linearVelocity.x, 0); } if (Input.GetButtonDown("Jump") && Grounded()) { rb.linearVelocity = new Vector3(rb.linearVelocity.x, jumpForce); } } }
March 31, 2025 at 6:51 am #17688::Thank you for sharing your complete code! I see a few issues that could be contributing to your player disappearing when flipping or moving.
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HTML Entities: It looks like your code has HTML entities (like
<
and>
) instead of the actual symbols (). This can cause syntax errors and unexpected behaviors. Make sure to replace all instances of `<` with
. -
Flipping Logic: You’re correctly flipping the sprite in the
Flip
method, but ensure that you’re checking the right conditions. As long as yourxAxis
is being updated correctly in yourGetInputs()
method, it should work fine. -
Z Scale: From your description, if your sprite’s z scale becomes 0, it could be an issue with how you’re modifying the scale. The
Flip
method should not affect the z scale, but if you accidentally set it to 0 somewhere else, it will cause the object to disappear in a 2D view. Make sure to keep the z scale constant, typically at 1. -
Animator: If you are using an Animator, ensure that the animations do not inadvertently change the scale of the sprite. Check your animation settings and ensure that they aren’t conflicting with the scale changes in the
Flip
method.
Here’s your corrected code with the HTML entities fixed:
using UnityEngine; public class PlayerController : MonoBehaviour { [Header("Horizontal Movement Settings")] [SerializeField] private float WalkSpeed = 1f; [Header("Ground Check Settings")] [SerializeField] private float jumpForce = 45; [SerializeField] private Transform GroundCheckPoint; [SerializeField] private float GroundCheckY = 0.2f; [SerializeField] private float GroundCheckX = 0.5f; [SerializeField] private LayerMask WhatIsGround; private Rigidbody2D rb; private float xAxis; Animator anim; void Start() { rb = GetComponent(); anim = GetComponent(); } void Update() { GetInputs(); Move(); Jump(); Flip(); } void GetInputs() { xAxis = Input.GetAxisRaw("Horizontal"); } void Flip() { if (xAxis 0) { transform.localScale = new Vector2(1, transform.localScale.y); } } private void Move() { rb.velocity = new Vector2(WalkSpeed * xAxis, rb.velocity.y); anim.SetBool("Walk", rb.velocity.x != 0 && Grounded()); } public bool Grounded() { if (Physics2D.Raycast(GroundCheckPoint.position, Vector2.down, GroundCheckY, WhatIsGround) || Physics2D.Raycast(GroundCheckPoint.position + new Vector3(GroundCheckX, 0, 0), Vector2.down, GroundCheckY, WhatIsGround) || Physics2D.Raycast(GroundCheckPoint.position + new Vector3(-GroundCheckX, 0, 0), Vector2.down, GroundCheckY, WhatIsGround)) { return true; } else { return false; } } void Jump() { if (Input.GetButtonUp("Jump") && rb.velocity.y > 0) { rb.velocity = new Vector2(rb.velocity.x, 0); } if (Input.GetButtonDown("Jump") && Grounded()) { rb.velocity = new Vector2(rb.velocity.x, jumpForce); } } }
Make sure to use this corrected code and test it again. If the player still disappears, check other parts of your game setup, such as the sprite renderer component and ensure it’s not being affected by any other scripts or settings.
March 31, 2025 at 7:57 am #17689::i tried the corrected code, unfortunetly it didnt work .
it give me an error with this line
if (xAxis 0)
March 31, 2025 at 8:00 am #17690::It seems like there is a syntax error in your
Flip
method. The conditionif (xAxis 0)
is missing a comparison operator. It should be either “ depending on what you want to check.Here’s the corrected line:
if (xAxis < 0)
Make sure to replace that line in your
Flip
method. The completeFlip
method should look like this:void Flip() { if (xAxis 0) { transform.localScale = new Vector2(1, transform.localScale.y); } }
Please try this correction and let me know if you encounter any further issues!
March 31, 2025 at 8:17 am #17691::i did not worked , and the z scale always end up on zero.
i must add that the size of my sprite are not 1 , its 0.590268 on the x and y axis
March 31, 2025 at 8:20 am #17692::It sounds like the issue with the z scale becoming zero might be related to how you’re setting the local scale in the
Flip
method. Since your sprite’s size is not 1, you need to ensure that you maintain the original scale values for the y and z axes while flipping the x axis.Here’s how you can modify your
Flip
method to keep the original scale for y and z:void Flip() { Vector3 currentScale = transform.localScale; // Store the current scale if (xAxis 0) { transform.localScale = new Vector3(Mathf.Abs(currentScale.x), currentScale.y, currentScale.z); } }
This way, you are ensuring that the z scale remains unchanged and is set to whatever it was originally.
Please try this adjustment and let me know if the issue persists. Additionally, could you clarify if there are any other scripts or components that might be affecting the player’s scale?
March 31, 2025 at 8:32 am #17693::the z axis dont change anymore, but the caracter dont flip, and i had to change if (xAxis 0) for if (xAxis < 0) to work
March 31, 2025 at 8:36 am #17694::It seems like the character is not flipping because the
xAxis
value might not be updating correctly or theFlip
method is not being called at the right time.Please ensure that your
GetInputs()
method is correctly capturing the input values. You should check if thexAxis
variable is being set to the expected values when you press the left or right movement keys.Here’s a quick checklist:
-
Input Settings: Make sure that the input settings in Unity are configured correctly for “Horizontal” axis. You should be able to move left and right using the assigned keys (usually A/D or Left/Right Arrow keys).
-
Debugging: Add a debug log in your
GetInputs()
method to see what valuexAxis
is getting:void GetInputs() { xAxis = Input.GetAxisRaw("Horizontal"); Debug.Log("xAxis: " + xAxis); // This will print the value of xAxis to the console }
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Calling Flip: Ensure that the
Flip()
method is being called in theUpdate()
method afterGetInputs()
:void Update() { GetInputs(); Move(); Jump(); Flip(); // Make sure this is called after GetInputs }
If you check these points and the character still does not flip, could you let me know what keys you are using to control the character? This will help in diagnosing the issue further.
has upvoted this post. March 31, 2025 at 8:37 am #17695::i got it to work, this is my code
void Flip() { Vector3 currentScale = transform.localScale; // Store the current scale if (xAxis < 0) { transform.localScale = new Vector3(Mathf.Abs(currentScale.x), currentScale.y, currentScale.z); } else if (xAxis > 0) { transform.localScale = new Vector3(-Mathf.Abs(currentScale.x), currentScale.y, currentScale.z); } }
has upvoted this post. March 31, 2025 at 8:41 am #17696::It looks like you’ve made a modification to your
Flip
method that allows your character to flip correctly! However, it seems there is a small issue with the logic in yourFlip
method.Currently, when
xAxis
is less than 0, you are setting the x scale to its absolute value, which means it will always be positive. This will prevent the character from flipping to face left. Instead, you should set the x scale to its negative value when moving left.Here’s the corrected version of your
Flip
method:void Flip() { Vector3 currentScale = transform.localScale; // Store the current scale if (xAxis 0) { transform.localScale = new Vector3(Mathf.Abs(currentScale.x), currentScale.y, currentScale.z); // Flip right } }
This way, when
xAxis
is less than 0, the character will face left, and whenxAxis
is greater than 0, it will face right.Does this adjustment work for you? If you have any further questions or issues, feel free to ask!
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