Player cannot be flipped

Hello,
I have the problem that when I mirror my player, it suddenly appears at a different X position, although the X position does not change. I have a guess that because I am in a 3D project, but all my graphics are 2D, the player is rotated in 3D space, and so its position changes.
But I don’t know how to fix this.

public class PlayerController : MonoBehaviour {

	public float speed;
	public float jumpForce;
	private float moveInput;

	private Rigidbody2D rb;

	private bool facingRight = true;


	private bool isGrounded;
	public Transform groundCheck;
	public float checkRadius;
	public LayerMask whatIsGround;

	private int extraJumps;
	public int extraJumpsValue;


	void Start(){
		extraJumps = extraJumpsValue;
		rb = GetComponent<Rigidbody2D>();
	}

	void FixedUpdate(){

		isGrounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, whatIsGround);


		moveInput = Input.GetAxisRaw("Horizontal");
		Debug.Log(moveInput);
		rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);

		if(facingRight == false && moveInput > 0){
			Flip();
		} else if(facingRight == true && moveInput < 0){
			Flip();
		}
	}

	void Flip(){

		facingRight = !facingRight;
		Vector3 Scaler = transform.localScale;
		Scaler.x *= -1;
		transform.localScale = Scaler;
	}
	
	void Update(){

		if(isGrounded == true){
			extraJumps = extraJumpsValue;
		}
		
		if(Input.GetKeyDown(KeyCode.Space) && extraJumps > 0){
			rb.velocity = Vector2.up * jumpForce;
			extraJumps--;
		} else if(Input.GetKeyDown(KeyCode.Space) && extraJumps == 0 && isGrounded == true){
			rb.velocity = Vector2.up * jumpForce;
		}
	}
}

Is the visible part of the player a child object of the gameobject with this script? If so check that its local position is close to zero.

I use these for mirror my player :

if (horizontalMovement > 0.01f)
        {
            transform.localScale = new Vector2(Mathf.Abs(transform.localScale.x), transform.localScale.y);
        }
        else if (horizontalMovement < -0.01f)
        {
            transform.localScale = new Vector2(-Mathf.Abs(transform.localScale.x), transform.localScale.y);
        }

Say me if it work correctly @MUG806