title: Unity2D local scale issue
body: <p>I have a 2d platformer and there are these enemies with a patrol system as so:</p>
  <pre><code>public TextMeshProUGUI m_Object;
  public SpriteRenderer sp;
  public Transform groundCheck;
  
  bool isFacingRight = true;
  
  RaycastHit2D hit;
  
  
  private void Update()
  {
      hit = Physics2D.Raycast(groundCheck.position, -transform.up, 1f, groundLayers);
  
      
  }
  
  private void FixedUpdate()
  {
      if(hit.collider != false)
      {
          if (isFacingRight)
          {
              rb.velocity = new Vector2(speed, rb.velocity.y);
              
          }
          else
          {
  
             
              rb.velocity = new Vector2(-speed, rb.velocity.y);
          }
      }
      else
      {
          isFacingRight = !isFacingRight;
          sp.transform.localScale = new Vector3(-transform.localScale.x, 1f, 1f);
          Debug.Log(transform.localScale.x);
          float placeholder = sp.transform.localScale.x;
          m_Object.transform.localScale = new Vector3(placeholder, 1f, 1f);
          Debug.Log(m_Object.transform.localScale.x);
      }
  }
  </code></pre>
  <p>In the end part I am trying to flip the text so it stays facing the logical way however it is not working since when it hits the edge the text disappears and when it its the other edge the text comes back.</p>
  <p>Any Ideas would be appreciated.</p>