Quick reference for the supplied development-source guide. See complete scripts for namespaces and reference setup.
Manager and motion#
| Member | Use |
|---|---|
Layers / HasCamera | Read-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#
| Member | Use |
|---|---|
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 / ResetFilter | Assign 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#
| Member | Use |
|---|---|
Hour / NormalizedTime | Wrapped hour and hour/24. |
IsDay / Daylight / VisualDaylight | Day 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 / OnSunset | Action events, each boundary at most once/update. |
OnDayStarted / OnNightStarted | Phase-start Actions; reverse travel follows its direction. |
OnTimeChanged | Action |
Environment, lighting and celestial#
| Member | Use |
|---|---|
Environment.ApplyWeather(wind,fog,cloudCover) | Nonnegative wind, zero-to-one fog/cloud cover; update assigned references. |
OnWeatherChanged | Action<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 / Direction | Computed curve/daylight output and degrees. |
SupportsRays / mode / output | BasicTint 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#
| Member | Use |
|---|---|
Wind.SetStrength(float) / CurrentStrength | Nonnegative base/current gust-adjusted strength; direction/speed/targets are fields. |
Fog.enabled / density / bands | Toggle, base density and standalone renderer array; no SetDensity method. |
Clouds.velocity / opacity / shadow | Fields, without SetVelocity/SetOpacity methods. |
Particles.Configure() / kind | Apply AmbientParticleKind style; enum is in Effects namespace. |
emissionRate / nightOnly | Authored 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 / ApplyTo | Capture/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.