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Packages/2D Parallax Pro/Layers & infinite scrolling
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Layers & infinite scrolling

Factors, sorting, layer visibility, tile coverage and looping limits.

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

Layer factors control depth response. Sorting controls draw priority. Looping repeats only the chosen compatible source SpriteRenderer.

Add layers and set depth#

  1. Assign a Project sprite to New Layer Sprite and choose + Background.
  2. Select the entry; set a unique Layer Name, Factor, Order and Tint.
  3. Repeat for other artwork; use + Foreground for a near overlay.
  4. Duplicate copies a layer; unlock locked entries before editing/removing.
Example layerFactor X / YOrder
Distant Hills0.85 / 0.05-100
Far Trees0.65 / 0.10-80
Near Bushes0.30 / 0-20
Foreground Leaves-0.10 / 010

For player Order zero in the same sorting layer, negative backgrounds draw behind and Order-ten foreground in front.

Layer controls#

SettingResult
Layer NameUnique preset-matching identity.
Factor / OffsetIndependent camera-response axes and world-unit baseline offset.
Sorting Layer / OrderDrawing priority; placement does not change speed.
Tint / Environment Tint WeightBase color; weight zero ignores environment tint, one applies fully.
Visible / Parallax EnabledRenderer visibility versus camera/auto motion. Independent effects may continue separately.
Auto Scroll MultiplierZero excludes only automatic drift, leaving Camera Driven response intact.
Clamp Position / BoundsWorld X/Y rectangle; an unsuitable clamp can stop motion in looping setups.

This image shows a reusable Layer Preset, not a live layer's Control Panel. It illustrates the corresponding stored values; edit scene layers in the panel.

Infinite scrolling#

Enable Infinite Scrolling on the layer; choose Horizontal, Vertical or Both. Assign the Simple source SpriteRenderer. Begin with Tile Size Override (0,0), Spacing (0,0) and test movement/zoom in Play Mode.

FieldMeaning
Tile Size OverrideNonzero axes give world size; zero uses bounds/world scale. No artwork stretching. Incorrect size causes gaps/overlap.
SpacingWorld-unit gap, normally zero for seamless artwork.
Alternate Mirror X / YFlip alternating tiles; only helps suitably symmetric artwork.
Padding TilesExtra coverage outside view; start at one.
Max TilesPer-scroller pool budget. Excess requirements cause source-sprite fallback and a warning.
Active / Pooled Tile CountDisplayed and reusable generated tiles, not layer counts.

Looping limits#

Only the selected source renderer is cloned, even with multiple renderers on a layer. Colliders, lights, arbitrary scripts, child hierarchies and Tilemaps are not cloned. Camera/source rotation/shear and Sliced/Tiled modes are unsupported.

Test long travel, zoom-out and edges. Tileable art, Full Rect, correct PPU/bounds and suitable budgets are essential; mirroring alone does not repair seams.

Adapted from the supplied guide · PDF pages 9–10.View source guide ↗
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