Nice! Glad I could help.
You should be able to flip input directions in the getInputDirection function by multiplying either direction.X
or direction.Z
by -1 here:
... then Vector3.new(direction.X, 0, direction.Z).Unit else ...
Nice! Glad I could help.
You should be able to flip input directions in the getInputDirection function by multiplying either direction.X
or direction.Z
by -1 here:
... then Vector3.new(direction.X, 0, direction.Z).Unit else ...