#nad have flip as the only one in the

1 messages · Page 1 of 1 (latest)

waxen meadow
#
void Update()
    {
        Vector3 mouseWorldPosition = mainCamera.ScreenToWorldPoint(Input.mousePosition);
        //variables created in Update() can only be used in Update()
        transform.position = mouseWorldPosition;

        Flip();
    }

    void FixedUpdate()
    {
        
    }

    private void Flip()
    {
        if (isFacingRight && Vector3.x < 0f || !isFacingRight && Vector3.x > 0f)
        {
            isFacingRight = !isFacingRight;
            Vector3 localScale = transform.localScale;
            localScale.x *= -1f;
            transform.localScale = localScale;
        }

    }
#
Vector3 mouseWorldPosition;

void Update()
    {
        mouseWorldPosition = mainCamera.ScreenToWorldPoint(Input.mousePosition);
        //variables created in Update() can only be used in Update()
        transform.position = mouseWorldPosition;

        Flip();
    }

    void FixedUpdate()
    {
        
    }

    private void Flip()
    {
        if ((isFacingRight && mouseWorldPosition.x < 0f) || (!isFacingRight && mouseWorldPosition.x > 0f))
        {
            isFacingRight = !isFacingRight;
            Vector3 localScale = transform.localScale;
            localScale.x *= -1f;
            transform.localScale = localScale;
        }

    }
lament moon
#

oh

waxen meadow
#

I would also use parenthesis here

lament moon
#

ok now it is complaining about mainCamera

#

is it because i need a serializer?

waxen meadow
#

try Camera.main instead

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that's always going to be the current camera

lament moon
#

omg

#

no errors in unity

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let's see if it works

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damn

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no flipping action going on

#
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class LookTurn : MonoBehaviour
{
    private bool isFacingRight = true;

    [SerializeField] private Rigidbody2D rb;

    Vector3 mouseWorldPosition;

    void Update()
    {
        Vector3 mouseWorldPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        transform.position = mouseWorldPosition;

        Flip();
    }

    void FixedUpdate()
    {

    }

    private void Flip()
    {
        if (isFacingRight && mouseWorldPosition.x < 0f || !isFacingRight && mouseWorldPosition.x > 0f)
        {
            isFacingRight = !isFacingRight;
            Vector3 localScale = transform.localScale;
            localScale.x *= -1f;
            transform.localScale = localScale;
        }

    }

}
waxen meadow
#

you're creating another mouseWorldPosition variable

#

remove Vector3

lament moon
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from update ?

waxen meadow
#

yeah

lament moon
#

i removed

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no errors

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but i still can't turn

waxen meadow
#

well you're on your own there, I didn't check if your code actually does what you want it to do

#

just that it's written right