Finish the authored scene, review ownership of time/motion/effects and test the intended player build.
Final guided checklist#
- Resolve import/compile errors, create an environment and assign an unrotated Orthographic Camera.
- Author three/four uniquely named layers with different factors and appropriate player-relative sorting.
- Enable looping only for tileable art; test zoom/long travel and keep gameplay colliders separate.
- Enable Clock/Environment Colours and test Hour 0/6/12/18; add celestial visuals, rays and atmosphere as needed.
- Assign valid fog bands, cloud sprites, wind visual targets and particle materials/styles. Empty lists/None fields do not supply artwork.
- Create presets and bind needed scripts/callbacks. Check transition clock ownership and multiple-effect references.
- Test Low/Medium/High, pause, presets and disable/re-enable. Save scenes/prefabs in Edit Mode.
- Build for the target and inspect device performance, rendering, input and shader behavior.
Glossary#
| Term | Meaning |
|---|---|
| Manager | Environment layer registry and motion evaluation owner. |
| Factor / baseline | Camera-displacement multiplier / reference geometry position. |
| Drift | Automatic/cloud offset separate from camera displacement. |
| World units / PPU | Scene coordinates / artwork pixels per world unit. |
| Sorting Order | Priority within one sorting layer; higher draws in front. |
| Preset / transition | Reusable settings / smooth change from current values. |
| Pool / tile budget | Reused generated sprites / per-scroller maximum coverage cap. |
Source versions and limits#
The supplied English guide is dated 10 October 2026 and describes 1.0.0-development source targeting Unity 6000.3.13f1. Its connected project used URP 17.3.0, with optional bridge support targeting 17.x.
Scope covers orthographic/world-XY movement and axis-aligned Simple SpriteRenderer looping. It does not certify HDRP, perspective/rotated cameras, Tilemap auto-looping, per-tile gameplay cloning or URP 18+. The guide reports source/signature checks, without player/device tests. This website adds no new Unity runtime verification claims.
Source root is Assets/ERAGANX/2D Parallax/. The PDF references README/compatibility documentation, Editor menu/Inspector/Control Panel sources, Runtime Core/Camera/Layers/Scrolling/Environment, Lighting/Effects/API, optional URP bridge and sample controller/player code.
Newer screenshots and supplied clips#
The original PDF contains its earlier figures. This website uses 20 newer supplied screenshots in related sections, without presenting their authored values as required guide defaults. Empty/populated lists can differ; for example, the supplied Fog image already has three bands. Captions distinguish asset Inspectors from live Control Panel controls where appropriate.
Three supplied branding images are retained for cover/card/icon. The two supplied YouTube clips are embedded with direct-link fallbacks on Samples & video clips. Their content/titles were not inferred from unavailable video metadata, and playback availability has not been verified here.
Downloads and maintenance#
The original 45-page PDF is preserved. Nine complete scripts from PDF pages 11, 30–35 and 37–38 are downloadable in Runtime C# examples. PDF letter spacing on three code pages was normalized back to code spacing without changing their API calls.
Edit chapter Markdown independently and edit each .cs source once; the website displays that same downloadable file. Persistent environment capture needs an Editor save workflow; the runtime examples are not a complete save system.