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.
| Type | Stored configuration |
|---|---|
| Layer | Name, placement, factor, offset, tint, visibility, sorting, looping, tile size and spacing. |
| Environment | Layers, start hour/day duration, ambient/sky gradients, ambient multiplier and first wind/fog/cloud settings. |
| Lighting | Mode, Sun/Moon colors, intensities and direction offset. |
| Quality | Ray/particle/fog/tile budgets. |
| Parallax | References 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.