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You can attach the sprite to the child of the main game object which handles the collision detection logic. Whenever you want to flip the sprite just do it on the child object leaving the main object as it is. This way you can achieve your desired result :)


The problem is that you are running your mouse coordinates through Camera.main.ScreenToWorldPoint twice. var v3 = Input.mousePosition; v3.z = 16.0f; v3 = Camera.main.ScreenToWorldPoint (v3); Vector3 worldMousePosition = Camera.main.ScreenToWorldPoint (v3); Deleting the 3rd line will help. When you also have the problem that you are ...


Picking in OpenGL can be done, by rendering the primitives you want to check for, assigning each one a unique color, based upon which you can look it up. Then you can check what color is rendered for example on the center of the screen, this way getting the object pointed at. This was done in older games, but is frowned upon, because it can be a huge ...

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