1) for both the skeleton and the Medieval Warrior, it was necessary rotate the quaternion by 180 along the y axis to flip the gameobject including its children. This allowed the hitboxes for their attacks to flip as well. Previously, we only flipped the sprite, leaving the hitboxes on their starting side without flipping as they should.
1) for both the skeleton and the Medieval Warrior, it was necessary rotate the quaternion by 180 along the y axis to flip the gameobject including its children. This allowed the hitboxes for their attacks to flip as well. Previously, we only flipped the sprite, leaving the hitboxes on their starting side without flipping as they should.