Assign the rendered camera for coverage, then choose what drives layer motion. Automatic drift and camera movement can be controlled independently.
Camera input#
| Control | Meaning |
|---|---|
| Camera Adapter | Supplies rendered camera and sampled movement to Manager. |
| Target Camera | Valid Orthographic Camera; required even for a stationary runner's coverage. |
| Smoothing | Zero samples movement/shake directly. Positive values filter motion; higher values approach target faster. |
| Advanced movement source | IParallaxCameraSource or Position Override separates actual view from parallax input. Override takes priority when enabled. |
Motion modes#
| Mode | Use |
|---|---|
| Camera Driven | Follow/platformer camera displacement. Scroll Velocity has no effect. |
| Auto Scroll | Stationary-camera runner/menu; drift follows virtual travel and camera displacement is ignored for parallax. |
| Camera And Auto Scroll | Camera response plus independent automatic scenery travel. |
autoDrift / second = -scrollVelocity * (1 - factor) * autoScrollMultiplierScroll Velocity is world units/second. X +6 moves scenery left: factor 0.8 gives -1.2 units/s and factor 0.2 gives -4.8. Y follows the same formula.
Three pause controls#
- Scroll Paused stops automatic layer drift.
- Camera Paused stops sample camera movement/zoom.
- Day & Night Paused stops clock progression.
Player movement is separate. For a runner, select Auto Scroll, provide nonzero velocity/multiplier and keep the rendered camera assigned. Set a gameplay ground layer's autoScrollMultiplier = 0 when it must remain still.
Custom camera sources#
GuideCameraSource supplies unshaken movement input while retaining the real camera for coverage. Manager normally evaluates in LateUpdate at execution order 10000. Fix camera ordering before adding manual driving, and avoid advancing/evaluating twice per frame.