Flipping a 2D Sprite Animation in Unity 2D
Solution 1
I finally figured it out by doing this:
void Flip()
{
// Switch the way the player is labelled as facing
facingRight = !facingRight;
// Multiply the player's x local scale by -1
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
This is from Unity's 2D Platformer example.
To implement some sort of checking which makes use of the Flip
method, you can do something similar to the below example which is basic movement code. facingRight
is set as a value on the class so that the other methods can use it, and it is defaulted to false
.
void Update()
{
//On X axis: -1f is left, 1f is right
//Player Movement. Check for horizontal movement
if (Input.GetAxisRaw ("Horizontal") > 0.5f || Input.GetAxisRaw("Horizontal") < -0.5f)
{
transform.Translate (new Vector3 (Input.GetAxisRaw ("Horizontal") * moveSpeed * Time.deltaTime, 0f, 0f));
if (Input.GetAxisRaw ("Horizontal") > 0.5f && !facingRight)
{
//If we're moving right but not facing right, flip the sprite and set facingRight to true.
Flip ();
facingRight = true;
} else if (Input.GetAxisRaw("Horizontal") < 0.5f && facingRight)
{
//If we're moving left but not facing left, flip the sprite and set facingRight to false.
Flip ();
facingRight = false;
}
//If we're not moving horizontally, check for vertical movement. The "else if" stops diagonal movement. Change to "if" to allow diagonal movement.
} else if (Input.GetAxisRaw ("Vertical") > 0.5f || Input.GetAxisRaw("Vertical") < -0.5f)
{
transform.Translate (new Vector3 (0f, Input.GetAxisRaw ("Vertical") * moveSpeed * Time.deltaTime, 0f));
}
//Variables for the animator to use as params
anim.SetFloat ("MoveX", Input.GetAxisRaw ("Horizontal"));
anim.SetFloat ("MoveY", Input.GetAxisRaw ("Vertical"));
}
Solution 2
void FlipHorizontal()
{
animator.transform.Rotate(0, 180, 0);
}
You could also do that on transform itself (without animator). But in that case rotation value can be overriden by animator
Jestus
Updated on July 09, 2022Comments
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Jestus almost 2 years
I've got a quick question regarding 2D Sprite animations that I haven't been able to find specifically answered anywhere:
I have a sprite with walk animations to the right. However, I obviously want to flip the animation to the left when he walks left (2D side-scroller).
I can easily flip the sprite itself, using
transform.localscale.x
, however, that only flips the sprite. Not the animation clip. (This no longer happens in Unity)So, while the sprite flips, the minute the animation clip begins playing, it flips back right (as the only animation clip I have is for the right facing sprite).
Is the only way to do this to flip the sprites in Photoshop, or is there a way to do it in Unity?
Thanks!
UPDATE: With the actual versions of unity if you scale the transform by multiplying it by
-1
, the animation frames are also scaled. -
G42 almost 7 yearsCourtesy of EduLopez's suggested edit (which should have been posted as comment or alt ans): "You can also have one animation walking to the left and have a function just to face your sprite. Depending if
isFscingRight == true
, the x scale would be 1 or -1)" -
Lovera over 6 yearsIts a good answer too. Its another way to do this in the animation gui view. Should'nt be a negative answer....
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Donglecow over 6 yearsI've edited in a late addition to this very helpful answer which I've implemented, which is to do a check when the key is pressed to determine which if the sprite needs to be flipped or not.
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dbc over 6 years@Donglecow - the change is so large, you probably should make that another answer.
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Donglecow over 6 years@dbc should I? I was really only building on Jestus' answer by providing a bit of basic code to show how the method can be implemented. If you still say so, then I'll revert the edit and post my own answer.
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dbc over 6 years@Donglecow - well, the edit got approved, so it's really your choice a this point.
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JaredH about 6 yearsI think the syntax is
animator.transform.Rotate(new Vector3(0, 180, 0));
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HyoJin KIM over 3 yearstransform.Rotate supports method overrode. So you can use both of params contains Rotate(float xAngle, float yAngle, float zAngle, Space relativeTo = Space.Self); and Rotate(Vector3 eulers, Space relativeTo = Space.Self); Check docs.unity3d.com/ScriptReference/Transform.Rotate.html