Hello, im still kinda new. I finished the simple coding for movements such as jumping and moving but i still cant seem to make my character look at the direction it's moving at. Any help?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MovementPlayer : MonoBehaviour
{
[SerializeField]
public float moveforce = 10f;

[SerializeField]
public float jumpForce = 11f;

private float movementX;

[SerializeField]
public Rigidbody2D myBody;

private SpriteRenderer sr;

private float direction = 0f;

private Animator anim;
private string WALK_ANIMATION = "idle";

private bool isGrounded = true;
private string GROUND_TAG = "Ground";
private Vector3 moveDirection;
private object rb;

private void Awake()
{

    myBody = GetComponent<Rigidbody2D>();
    anim = GetComponent<Animator>();

    sr = GetComponent<SpriteRenderer>();
}

// Start is called before the first frame update
void Start()
{
    
}

// Update is called once per frame
void Update()
{
    PlayerMoveKeyboard();
    PlayerJump();
}

private void FixedUpdate()
{

    PlayerJump();

}

void PlayerMoveKeyboard()
{
    movementX = Input.GetAxisRaw("Horizontal");

    // Debug.Log("move X value is: " + movementX);

    transform.position += new Vector3(movementX, 0f, 0f) * Time.deltaTime * moveforce;

}

void AnimatePlayer()
{
    // we are going to the right side
    if (movementX > 0)
    {
        anim.SetBool(WALK_ANIMATION, true);
        sr.flipX = false;
    }
    else if (movementX < 0)
    {
        // we are going to the left side
        anim.SetBool(WALK_ANIMATION, true);
        sr.flipX = true; 
    }
    else
    {
        anim.SetBool(WALK_ANIMATION, false);
    }

  

}

void PlayerJump()
{

    if (Input.GetButtonDown("Jump") && isGrounded)
    {
        isGrounded = false;
        //Debug.Log("Jump pressed");
        myBody.AddForce(new Vector2(0f, jumpForce), ForceMode2D.Impulse);

    }

}

private void OnCollisionEnter2D(Collision2D collision)
{

    if (collision.gameObject.CompareTag(GROUND_TAG))
    {
        isGrounded = true;

    }

}

} //class
,

I think your code should work, but you aren’t calling AnimatePlayer() in any of your code :slight_smile:

Call it from Update() after the PlayerMoveKeyboard() method