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Packages/2D Parallax Pro/Reusable presets
WORKFLOW & SAMPLES
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Reusable presets

Layer, Environment, Lighting, Quality and composite preset assets.

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

Presets store reusable settings. They do not clone a full scene or replace existing sprite artwork.

Create the asset#

Right-click your preset folder and choose Create > ERAGANX > 2D Parallax. Pick an asset type, configure its Inspector and apply through ApplyTo(...) or runtime sample controls using that API.

TypeStored configuration
LayerName, placement, factor, offset, tint, visibility, sorting, looping, tile size and spacing.
EnvironmentLayers, start hour/day duration, ambient/sky gradients, ambient multiplier and first wind/fog/cloud settings.
LightingMode, Sun/Moon colors, intensities and direction offset.
QualityRay/particle/fog/tile budgets.
ParallaxReferences to Environment, Lighting and Quality as one composite.

The Layer reference and Quality reference show their supplied Inspector images.

Environment matching#

Layer Name is the match key, so use unique names. Existing art/transform geometry is retained. Missing layers are created only with createMissingLayers: true; existing layers are not deleted. A stored sprite can provide art for a newly created missing layer, not replace an existing one.

CaptureFrom records settings rather than the whole scene. A runtime ScriptableObject snapshot stays in memory; persisting an .asset needs an Editor/AssetDatabase workflow.

Lighting and composite presets#

Apply a Lighting Preset to a Lighting controller. Keep scene Light2D/Output references configured separately.

Assign the three sub-assets to a composite Parallax Preset, then apply to the Manager. None fields do not invent missing assets. For a smooth change, use Environment transitions and plan ownership of time/tint.

Adapted from the supplied guide · PDF pages 26.View source guide ↗
Keep creating.ERAGAN STUDIO.

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