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Just a quality of life thing. We have two options for mirroring sprites right now; set in events or make another sprite object that's mirrored. If you're using tilable sprite objects for your levels then it's a drag to pick by UID and mirror in events, and the second option is kinda wasteful.
ErekT - I see your point. +1
But there is a way though, you can just set your sprite's width to negative. For example Width: -150 , Height: 100
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Nah, I tried it. It works in the editor but during runtime they get flipped right back
ErekT - It won't get flipped back if no events makes it to do so. Look at your events and see if you set it to mirror or....
You're right, cheers
You can also test my C2 remplacement routine with Glsl called mirror
parameters State=0 notmirrored 1=mirrored ; it using flip screen in glsl;
With this little function you can see sprite mirrored or not on editor.
Very cool, I might just use that. Thanks