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Answer by Haxxxxx
Turns out I needed to check it against velocity, answer below: // Use this for initialization void Start () { waypoints = GameObject.Find("Waypoints").transform; someScale = transform.localScale.x; }...
View ArticleAnswer by Fubiou
I just found a simple way to flip the character without any problem: just try this! transform.localEulerAngles = transform.eulerAngles + Vector3(0,180,-2*transform.eulerAngles.z);
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