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Packages/2D Parallax Pro/Checklist, glossary & scope
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Checklist, glossary & scope

Complete the scene and review source versions, screenshots and compatibility limits.

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

Finish the authored scene, review ownership of time/motion/effects and test the intended player build.

Final guided checklist#

  1. Resolve import/compile errors, create an environment and assign an unrotated Orthographic Camera.
  2. Author three/four uniquely named layers with different factors and appropriate player-relative sorting.
  3. Enable looping only for tileable art; test zoom/long travel and keep gameplay colliders separate.
  4. Enable Clock/Environment Colours and test Hour 0/6/12/18; add celestial visuals, rays and atmosphere as needed.
  5. Assign valid fog bands, cloud sprites, wind visual targets and particle materials/styles. Empty lists/None fields do not supply artwork.
  6. Create presets and bind needed scripts/callbacks. Check transition clock ownership and multiple-effect references.
  7. Test Low/Medium/High, pause, presets and disable/re-enable. Save scenes/prefabs in Edit Mode.
  8. Build for the target and inspect device performance, rendering, input and shader behavior.

Glossary#

TermMeaning
ManagerEnvironment layer registry and motion evaluation owner.
Factor / baselineCamera-displacement multiplier / reference geometry position.
DriftAutomatic/cloud offset separate from camera displacement.
World units / PPUScene coordinates / artwork pixels per world unit.
Sorting OrderPriority within one sorting layer; higher draws in front.
Preset / transitionReusable settings / smooth change from current values.
Pool / tile budgetReused 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.

Adapted from the supplied guide · PDF pages 44–45.View source guide ↗
Keep creating.ERAGAN STUDIO.

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