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DEVELOPER REFERENCE
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API reference

Manager, layers, camera, clock, effects, quality and preset methods.

English guideSource: Unity 6000.3.13f1 · URP 17.x optional10 October 2026

Quick reference for the supplied development-source guide. See complete scripts for namespaces and reference setup.

Manager and motion#

MemberUse
Layers / HasCameraRead-only registry and valid orthographic-camera status.
AddLayer(Sprite, string, LayerPlacement)Create child SpriteRenderer/Layer; default name Layer and Background.
RemoveLayer(layer, destroyObject=false)Disable/unregister; explicit true destroys in Play Mode.
RefreshLayers()Rediscover owned child layers; retained removed objects may return.
SetCamera(camera, preservePositions=true)Assign/rebase adapter. False resets geometry first.
SetMotionMode / SetScrollVelocity(Vector2)CameraDriven, AutoScroll, CameraAndAutoScroll; finite velocity sanitization.
scrollPaused / AdvanceScroll(float)Auto-drift pause and manual seconds advancement. Normal LateUpdate already advances.
Rebaseline() / ResetEnvironment()Capture current geometry/camera reference / reset geometry and drift.
AssignAutomaticSorting(bg=-100, fg=10, step=1)Assign orders in registered-list order.
Evaluate(CameraFrame)Evaluate layer motion/appearance and enabled scrollers.

Layers, camera and scrolling#

MemberUse
Layer.SetSpeed(Vector2) / SetVisible(bool)Factor and render visibility; invalid factor axes become zero.
Layer.SetLooping(LoopAxes)None/Horizontal/Vertical/Both; add missing scroller, without enabling an existing disabled one.
Layer.Rebaseline(frame) / ResetToBaseline()Capture baseline / reset layer geometry and drift.
SetEnvironmentTint(Color) / RefreshRenderers()Apply tint or recapture authored renderer state; refresh deliberately if already runtime-tinted.
AddDrift(Vector2) / ResetDrift()Add/clear independent drift, wrapping to tile period with looping enabled.
CameraAdapter.SetCamera / ResetFilterAssign camera / clear motion-filter state.
TryGetFrame(float, out CameraFrame)False without a valid orthographic camera.

Scroller fields include source, axes, tileSizeOverride, spacing, alternateMirrorX/Y, paddingTiles and maxTiles. Outputs are TileSize, VisibleBounds, ActiveTileCount and PooledTileCount. ReleaseTiles() releases generated tiles.

Clock and events#

MemberUse
Hour / NormalizedTimeWrapped hour and hour/24.
IsDay / Daylight / VisualDaylightDay flag, curve output and smoothed visual daylight.
SetTime(float, emitEvents=true)Wrap finite target; false suppresses every event.
AdvanceHours(double, emitEvents=true)Add signed game hours, including midnight/multi-day movement; Automatic/Paused do not block direct calls.
Advance(float seconds)Apply day duration/time scale when automatic and unpaused.
Pause() / Resume() / SetTimeScale(float)Control automatic progression.
EvaluateVisuals(float)Manual visual smoothing; normal Update already handles it.
OnSunrise / OnSunsetAction events, each boundary at most once/update.
OnDayStarted / OnNightStartedPhase-start Actions; reverse travel follows its direction.
OnTimeChangedAction wrapped hour; absent for zero delta or suppressed events.

Environment, lighting and celestial#

MemberUse
Environment.ApplyWeather(wind,fog,cloudCover)Nonnegative wind, zero-to-one fog/cloud cover; update assigned references.
OnWeatherChangedAction<float,float,float> sanitized values.
Environment.Evaluate(float)Ambient layer tint/optional sky color, requiring a clock.
Lighting.SetSunlightIntensity(float) / SetMoonlightIntensity(float)Nonnegative base intensities.
SunIntensity / MoonIntensity / DirectionComputed curve/daylight output and degrees.
SupportsRays / mode / outputBasicTint disables rays; URP2D requires active compatible output.
Celestial.SetVisible(bool) / Evaluate()Toggle group / update position and tint.

IParallaxWeatherReceiver.ApplyWeather(float,float,float) supports custom weather. IParallaxLightOutput.ApplyLighting(Color,float,Color,float,float) and RestoreLighting() define custom light output; the assigned MonoBehaviour must implement it and be active.

Effects, quality and presets#

MemberUse
Wind.SetStrength(float) / CurrentStrengthNonnegative base/current gust-adjusted strength; direction/speed/targets are fields.
Fog.enabled / density / bandsToggle, base density and standalone renderer array; no SetDensity method.
Clouds.velocity / opacity / shadowFields, without SetVelocity/SetOpacity methods.
Particles.Configure() / kindApply AmbientParticleKind style; enum is in Effects namespace.
emissionRate / nightOnlyAuthored values; set desired values after Configure.
Effects.Evaluate(...)Wind/Fog/Clouds/Rays use deltaTime; Particle Evaluate has no arguments. Normal lifecycle calls exist already.
Quality.SetQuality(QualityTier)Low/Medium/High, clearing customPreset.
Quality.customPreset / Apply()Assign/apply custom budgets; reapply after asset-value changes.
Quality.Refresh()Rediscover cached effects/scrollers and apply current quality.
LayerPreset.CaptureFrom / ApplyToCapture/apply one layer configuration.
EnvironmentPreset.CaptureFrom(manager)Layers/time/colors and first wind/fog/cloud values, not a scene snapshot.
EnvironmentPreset.ApplyTo(manager, false)Match/update; true creates missing layers without deleting existing ones.
LightingPreset.ApplyTo(lighting)Apply mode/colors/base intensities/direction.
ParallaxPreset.ApplyTo(manager)Apply Environment/Lighting/Quality references together.
TransitionTo(preset, seconds, false)Numeric blend; true adds discrete destination settings on completion.
IsTransitioning / Cancel() / Tick(float)Status, stop at current values, manual advancement; normal Update already ticks.
CameraAnchor.cameraAdapter / offset / Evaluate()Camera-relative atmosphere following actual XY.

Disabled components and inactive GameObjects are distinct. Setters configure rather than create missing artwork/bands/materials. Disabling Quality restores captured budgets/multipliers. Weather/presets/transitions may select one component when multiple effects exist.

Adapted from the supplied guide · PDF pages 39–41.View source guide ↗
Keep creating.ERAGAN STUDIO.

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