Which works BUT the particle effects now come out from slightly the wrong place and are… tiny! What’s the best approach to flipping a game object like this?
Can you make a tiny reproduction example where it happens?
I don’t remember if this was an issue, but I know when I did stuff with multiple particle directions with a jetpack like example I used multiple particlefx and then just flipped the sprite. sprite.set_hflip()
Setting scale.x keeps the collision box in the right place, but it turns out the particles are not flipped, just reduced in size. Setting euler.y works for the particles, but the collision box gets offset.
Is there a way to do this retaining both particles and collision box? Or is moving things around manually the only way?
“root” for things that should not be rotated
“pivot” for what must be rotated (must be at (0, 0, 0))
“collider” for positioning your collider (collision box must be at (0, 0, 0))
Thanks dmitriy! I wanted to flip the whole hierarchy out of convenience, but I suppose that’s not possible.
Your solution would work, or, in my case, it might be easier to just flip and reposition the sprite and particlefx manually and leave the collisions alone.