Import the package intact, resolve compilation errors and use an unrotated orthographic camera before creating the environment.
Requirements and import#
| Use | Requirements |
|---|---|
| Core parallax/effects | Runtime assembly ERAGANX.Parallax2D; no mandatory URP, Cinemachine, tween library or Input System dependency. |
| Sample HUD/player | Unity UI (com.unity.ugui), Input System (com.unity.inputsystem) and TMP Essential Resources. |
| URP lighting/shadows | URP 17.x, configured 2D Renderer and optional bridge; the guide project used 17.3.0. |
| Your asmdef | Reference ERAGANX.Parallax2D; add Samples assembly/dependencies only for sample-specific code. |
- Open the guide's source target, Unity 6000.3.13f1, or verify import/Console behavior in your chosen version.
- Copy
Assets/ERAGANX/2D Parallax/with.metafiles, or import the supplied.unitypackagethrough Assets > Import Package > Custom Package. - Wait for compilation and resolve red Console errors.
- Save the scene, for example
Assets/Scenes/ParallaxPractice.unity. - Confirm Tools > ERAGANX > 2D Parallax appears.
A core-only distribution with samples removed does not need sample UI dependencies. Set them up before using the samples, and import TMP resources through Window > TextMeshPro > Import TMP Essential Resources.
Prepare the camera#
Set Main Camera to Orthographic, rotation (0,0,0) and a suitable Z, such as -10 with XY artwork at Z = 0. Size 5 is the vertical half-height, so it displays ten world units vertically.
Provide camera movement with your own follow script, Cinemachine or the demo controller. The package does not create production camera/player movement.
Prepare sprite artwork#
| Setting | Starting choice |
|---|---|
| Texture Type | Sprite (2D and UI). |
| Sprite Mode | Single, or Multiple with slicing when needed. |
| Mesh Type | Full Rect for looping; inspect transparent padding and edge colors. |
| Pixels Per Unit | Consistent across the art set. Width = pixels / PPU × world scale. |
| Draw Mode | Simple. Infinite scrolling does not support Sliced/Tiled geometry. |
| Transform | Axis-aligned world transform without rotation/shear. |
| Tileable edges | Matching left/right edges for Horizontal; top/bottom too for Both. |
A 1600 × 900 sprite at PPU 100 and scale one is 16 × 9 world units. Size-five camera needs height ten, so adjust scale/tile size/composition. The scroller does not stretch artwork. Apply import changes and inspect Game View coverage.