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(1 edit)

If you still need it, you can flip them with this method:

    private SpriteRenderer mySpriteRenderer;

void Awake()

{

             mySpriteRenderer = GetComponent<SpriteRenderer>();

}

if (Input.GetKeyDown("A"))

        {

            mySpriteRenderer.flipX = false;

        }

        else if (Input.GetKeyDown("D"))

        {

            mySpriteRenderer.flipX = true;

        }

Unfortunately my Sprites are actually several separate objects with separate renderers. I'm sure I can find some code somewhere that allows me to place the healthbar in a location referencing the camera versus object position, but that's going to be later in dev.