Layer factors control depth response. Sorting controls draw priority. Looping repeats only the chosen compatible source SpriteRenderer.
Add layers and set depth#
- Assign a Project sprite to New Layer Sprite and choose + Background.
- Select the entry; set a unique Layer Name, Factor, Order and Tint.
- Repeat for other artwork; use + Foreground for a near overlay.
- Duplicate copies a layer; unlock locked entries before editing/removing.
| Example layer | Factor X / Y | Order |
|---|---|---|
| Distant Hills | 0.85 / 0.05 | -100 |
| Far Trees | 0.65 / 0.10 | -80 |
| Near Bushes | 0.30 / 0 | -20 |
| Foreground Leaves | -0.10 / 0 | 10 |
For player Order zero in the same sorting layer, negative backgrounds draw behind and Order-ten foreground in front.
Layer controls#
| Setting | Result |
|---|---|
| Layer Name | Unique preset-matching identity. |
| Factor / Offset | Independent camera-response axes and world-unit baseline offset. |
| Sorting Layer / Order | Drawing priority; placement does not change speed. |
| Tint / Environment Tint Weight | Base color; weight zero ignores environment tint, one applies fully. |
| Visible / Parallax Enabled | Renderer visibility versus camera/auto motion. Independent effects may continue separately. |
| Auto Scroll Multiplier | Zero excludes only automatic drift, leaving Camera Driven response intact. |
| Clamp Position / Bounds | World 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.
| Field | Meaning |
|---|---|
| Tile Size Override | Nonzero axes give world size; zero uses bounds/world scale. No artwork stretching. Incorrect size causes gaps/overlap. |
| Spacing | World-unit gap, normally zero for seamless artwork. |
| Alternate Mirror X / Y | Flip alternating tiles; only helps suitably symmetric artwork. |
| Padding Tiles | Extra coverage outside view; start at one. |
| Max Tiles | Per-scroller pool budget. Excess requirements cause source-sprite fallback and a warning. |
| Active / Pooled Tile Count | Displayed 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.