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Packages/2D Parallax Pro/Quality & performance
WORKFLOW & SAMPLES
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Quality & performance

Budget rays, particles, fog and scrolling tiles for your target scene.

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

Choose budgets using the intended camera/aspect/zoom range, then inspect target-device cost. A tier label does not establish a frame-rate guarantee.

Built-in quality tiers#

BudgetLowMediumHigh
Max rays / emitter3824
Particle multiplier0.250.601.00
Fog density multiplier0.400.751.00
Fog position interval0.15 s0.075 s0.033 s
Tile cap / scroller128256512

An assigned Custom Preset overrides selected-tier budgets. With Apply Tile Budget enabled, the smaller authored Max Tiles/tier cap wins.

Custom preset reference#

This is the reusable Quality Preset Inspector, not the Performance section itself. Assign/apply it through the environment's quality controls or API.

Start at Medium, compare Low and verify fog alpha/cadence as well as particles/rays. Lower fog density also changes mood. If tile caps break coverage, use larger source tiles, less zoom-out/padding or a sufficient custom/authored budget.

Runtime updates and profiling#

Call quality.Apply() after changing a custom asset's values. SetQuality(tier) clears customPreset and chooses a built-in tier. After adding/removing effect/scroller objects, call quality.Refresh() to rediscover them.

Profile CPU/GPU time, batches, memory and particles in an actual target build. Pool count is not layer count. Prioritize continuous coverage before reducing a tile budget.

Adapted from the supplied guide · PDF pages 25.View source guide ↗
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