I was just wondering if anyone came up with an ingenious way of working aroung the physics body rotation bug mentioned here:
I’m currently creating multiple collision objects (eg walk_left and walk_right) and enabling and disabling them when I flip a game object or animation. This is becoming a bit of a pain though as the project gets bigger.
I’ve seen some workarounds on the forum re sub game objects and this is ok providing the sprite flips but the collision object doesn’t need to. Not much good for a scorpion where the tail is stuck up on one side!
For anyone having problems with DEF-1117 and your left and right facing collisions are different (for example a scorpion enemy where the tail is at one side), here’s one solution that might help:
Create a single ‘walk’ animation in a tilesource
Attach a sprite to a game object using the tilesource
Add two collision objects to the game object, one for left facing one for right
Then assuming your sprite is drawn facing right you can then use: