02 / 20
Packages/2D Parallax Pro/Installation & artwork
GET STARTED
02 / 20

Installation & artwork

Import the package and prepare an orthographic camera and tileable sprites.

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

Import the package intact, resolve compilation errors and use an unrotated orthographic camera before creating the environment.

Requirements and import#

UseRequirements
Core parallax/effectsRuntime assembly ERAGANX.Parallax2D; no mandatory URP, Cinemachine, tween library or Input System dependency.
Sample HUD/playerUnity UI (com.unity.ugui), Input System (com.unity.inputsystem) and TMP Essential Resources.
URP lighting/shadowsURP 17.x, configured 2D Renderer and optional bridge; the guide project used 17.3.0.
Your asmdefReference ERAGANX.Parallax2D; add Samples assembly/dependencies only for sample-specific code.
  1. Open the guide's source target, Unity 6000.3.13f1, or verify import/Console behavior in your chosen version.
  2. Copy Assets/ERAGANX/2D Parallax/ with .meta files, or import the supplied .unitypackage through Assets > Import Package > Custom Package.
  3. Wait for compilation and resolve red Console errors.
  4. Save the scene, for example Assets/Scenes/ParallaxPractice.unity.
  5. 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#

SettingStarting choice
Texture TypeSprite (2D and UI).
Sprite ModeSingle, or Multiple with slicing when needed.
Mesh TypeFull Rect for looping; inspect transparent padding and edge colors.
Pixels Per UnitConsistent across the art set. Width = pixels / PPU × world scale.
Draw ModeSimple. Infinite scrolling does not support Sliced/Tiled geometry.
TransformAxis-aligned world transform without rotation/shear.
Tileable edgesMatching 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.

Adapted from the supplied guide · PDF pages 4–5.View source guide ↗
Keep creating.ERAGAN STUDIO.

Search a topic, setting or method across all package guides.