Create one environment, add a few uniquely named layers and verify their motion before enabling atmosphere.
Create the environment#
- Choose Tools > ERAGANX > 2D Parallax > Create Environment.
- The Parallax Environment root has
Parallax2DManagerandParallax2DCameraAdapter; the Control Panel opens. - Confirm the Environment reference, then assign Main Camera in Camera > Target Camera.
- To edit an existing setup, select/assign its Manager. Create Environment again creates another root.
- Save. An empty Layers list is expected before artwork is added.
Read the panel#
| Section | Purpose |
|---|---|
| Environment | Manager being edited; choose carefully with multiple environments. |
| Camera | Rendered camera and sampled-motion smoothing. |
| Background Motion | Camera-driven, automatic drift or both. |
| Layers | New Layer Sprite, + Background / + Foreground and selected-layer settings. |
| Feature checkbox | Enable feature/connect required components and references; disabling retains settings. |
| Settings foldout | Collapse without stopping the enabled feature. |
| Advanced | Additional controls for that section, not a global mode. |
| Add Another | Independent Fog, Clouds, Rays or Particles object. |
Add/remove layers and create effects in Edit Mode. Ordinary runtime Inspector changes are lost after Play Mode.
A simple scene structure#
TEXT
Main Camera
Parallax Environment [Manager + Camera Adapter]
Hills / Trees / Bushes [SpriteRenderer + Layer]
Atmosphere [optional Camera Anchor]
Fog / Rays / Particles
Player + Ground [your gameplay and physics]Your first parallax exercise#
- Set camera Orthographic, Size 5, position
(0,0,-10), rotation zero, and assign it. - Add Distant Hills, Far Trees and Near Bushes as Backgrounds; add Foreground Leaves as Foreground.
- Use the factor/order recipe, and scale/position artwork to cover the view.
- Enable Horizontal looping only for tileable artwork.
- Choose Camera Driven, leave optional effects off, save and enter Play Mode.
- Move camera X slowly from 0 to 10, or use GuideCameraMove. Distant layers should move less on screen; foreground passes faster.
Stop Play Mode and save authored settings. Disable the test movement helper before using your production follow controller. Keep collisions/player controls outside generated tile artwork.