void FixedUpdate() { if (!damaged) { isOnGround = Physics2D.OverlapCircle( new Vector2(checkGround.position.x, checkGround.position.y), radioG, whatIsGround); isOnWall = Physics2D.OverlapCircle( new Vector2(checkWall.position.x, checkWall.position.y), radioG, whatIsWall); float hor = Input.GetAxis("Horizontal"); transform.Translate(new Vector3(hor * Time.deltaTime * speed * dir + dash.velocidad(1) * 0.08f, 0, 0)); if (!isLookingRight && hor > 0) { isLookingRight = true; flip(); dir = 1; } if (isLookingRight && hor < 0) { isLookingRight = false; flip(); dir = -1; } } }