When you set the scale to -1 to flip your character, the wind effect in the Physics Constraint does not automatically mirror. This is because the wind direction is not inherently tied to the character's scale. To achieve the desired effect, you need to manually adjust the wind direction based on the character's scale.
Here is a possible solution:
- Check the Scale: Determine if the character is flipped by checking the
ScaleX
value.
- Adjust Wind Direction: If the character is flipped (i.e.,
ScaleX
is -1), reverse the wind direction.
Here is a code snippet to illustrate this:
void Update() {
// Assuming you have a reference to your skeleton animation
var skeleton = skeletonAnimation.skeleton;
// Check if the character is flipped
if (skeleton.ScaleX < 0) {
// Reverse the wind direction
physicsConstraint.windX = -originalWindX;
physicsConstraint.windY = -originalWindY;
} else {
// Use the original wind direction
physicsConstraint.windX = originalWindX;
physicsConstraint.windY = originalWindY;
}
}
In this example, originalWindX
and originalWindY
are the original wind direction values you want to use when the character is not flipped.
By adjusting the wind direction based on the character's scale, you can ensure that the hair blows in the correct direction regardless of whether the character is facing left or right.