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Use GDevelop’s built-in Flip the sprite action to change a character’s horizontal facing: set flipping to Yes when it should face left, and to No when it should face right. The common logic mistake is setting the flip on for one direction but never turning it off when direction changes. Flipping changes the sprite’s appearance; it does not move the character.
Flip a character with event-sheet actions
GDevelop’s Sprite documentation describes horizontal and vertical mirroring through the built-in “Flip the sprite” actions. For left-right facing, use the horizontal flip, also described as flipping on the X axis. This lets one sprite animation serve both directions.
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Open the event sheet that handles your character’s directional input or movement.
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Add an action for the character Sprite and choose the horizontal “Flip the sprite” action.
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For the event in which the character should face left, set Activate flipping to Yes.
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For the event in which it should face right, set Activate flipping to No.
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Set or maintain the movement separately in those events, then run the scene and test both directions.
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The action sets the intended state. Don’t treat “flip” as a one-time toggle: explicitly choose Yes or No for each direction so the sprite cannot remain mirrored after the character turns around.
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Why the character can face the wrong way
The flip stays active
If the left-facing event activates flipping but the right-facing event does not deactivate it, the sprite can remain horizontally mirrored. Add the flip action to both directional cases: Yes for left, No for right. The official platformer tutorial uses this on an enemy that changes direction at markers, turning flipping on for one route and off for the reverse.
Visual facing and movement are separate
Flipping changes how the sprite is drawn; it does not reverse movement by itself. The platformer tutorial pairs a flip action with separate direction-variable and force actions. For a player character, use the movement logic appropriate to your controller as well as the visual flip state. Don’t infer from the flip action alone that velocity, collision behavior, or physics have changed.
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Use flip state in other event logic
GDevelop provides conditions for checking whether a sprite is flipped. This is useful when another action depends on which way the character faces—for example, when aiming a projectile or choosing where to create an effect. Use the flipped-state condition in the relevant event rather than maintaining a second sprite solely to tell the game which way the character is facing.
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If your project uses JavaScript events, GDevelop’s JavaScript-events example expresses the same state-setting pattern with player.flipX(true) when left is pressed and player.flipX(false) when right is pressed. These calls set horizontal orientation; they do not replace the code that handles movement. If you are using visual event sheets, the built-in actions provide the corresponding approach.
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Do you need to install anything?
No extra installation is needed for this feature. GDevelop’s flippable-object reference says the extension is always installed, so you do not need to add it through Project Manager.
Quick Recap
Official GDevelop references
- Sprite guide: mirroring and flipped-state use cases
- Flippable object: actions, conditions, and availability
- Platformer tutorial: enemy direction example
- JavaScript events: flipping in code
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