Answer by MadManAdam
Maybe try transform.rotate: if (_currentDirection !isFacingRight) { if (isFacingRight == true) { transform.Rotate (0, 180, 0); _currentDirection = "right"; // or whatever variable you're using } else...
View ArticleAnswer by John_Chantzis
My guess would be a problem with negative scale (or zero in other cases). I recommend using a **rotation** of 180° on the proper axis, probably the Y-Axis, but it depends on your project setup....
View ArticleAnswer by dpgraves
This has got to be a bug in Unity 5. This is a really bad bug too and will need to be fixed otherwise I can't use Unity 5 for my 2D game.
View ArticleAnswer by MalzanFaren
Hi, Suggestion: Remove "center.x = -center.x;" I only messed about with this for a bit so I'm not 100% sure if this is going to work or not. I think the problem may be the last line "center.x =...
View ArticleAnswer by BobbyDoogle
Was having the same issue and resolved it. There is now (perhaps with 5 or an update) a standard asset shader called Sprites/Diffuse, apply a material with this shader configured and you can then scale...
View ArticleAnswer by TheMonkeysaur
I am having this problem with Unity 2017.1.1f1 negative scale or 180 rotation both result in the sprite not being affected by light. Using the Sprites/Diffuse shader. Has anyone else had/solved this...
View ArticleAnswer by patr0018
If it helps anyone, check the player's position in 3D-view to see where the player is relative to the camera position. The player might have rotated out of view, so change the z position of the pivot...
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