Use the supplied clips and the guide's scene descriptions to explore the toolkit, then adapt the relevant controls to your game.
Sample video clips#
These are the two clips supplied with this package request. If embedded playback is unavailable, open the corresponding YouTube link. Their availability and embedded playback have not been verified in this session.
The guide's eight scenes#
Open a scene under Assets/ERAGANX/2D Parallax/Samples/Sample/ and enter Play Mode. The HUD in samples 1–7 is separate from the Editor Control Panel.
| Scene | What to study |
|---|---|
| 1 - Basic Parallax | Four layers, camera movement, factors and sorting. |
| 2 - Infinite Scrolling | Horizontal/vertical/diagonal travel, zoom and teleport coverage. |
| 3 - Dynamic Day Night | Clock, celestial sprites, gradients, Hour and pause. |
| 4 - Forest Lighting | Soft shafts and synchronized direction/intensity; authored URP shadows are optional integration. |
| 5 - Dynamic Environment | Clouds, fog, wind-bent grass, fireflies and runtime presets. |
| 6 - Mobile Performance | Cartoon scene, Low defaults and live layer/quality information; profile actual cost. |
| 7 - Complete Platformer Demo | Niko, movement/jump, collisions, follow camera, effects and respawn. |
| 8 - Enchanted Forest | Bounded painted scene, mist, rays, URP lights/shadows and glows; not composed for infinite looping. |
Demo camera controls#
| Camera Motion | Behavior |
|---|---|
| Automatic | Follow player when assigned, otherwise use Camera Velocity. |
| Stationary | Leave position/zoom to your controller. |
| Follow Player | Follow only an assigned player; no player means no movement. |
| Automatic Movement | Use Camera Velocity even with a player assigned. |
For a runner, use Stationary plus Manager Auto Scroll. Camera Paused does not pause background drift or player input. Collision Platforms and Atmosphere Anchor are sample setup fields.
Demo player and HUD#
Move/Jump Speed use world units/second; acceleration controls horizontal changes. Coyote Time is the post-ground jump window, Jump Buffer retains a queued jump, and crossing Fall Limit Y respawns at Respawn Position. Animator expects Speed, VerticalSpeed and Grounded; Visual controls facing flip.
Test available Hour, Day Cycle, Rays, Fog, Camera, Quality, Preset, Teleport and Reset actions. Disabled modules show N/A/Not enabled. Samples 6–7 use A/D or arrows and Space with Game View focused; screen buttons support touch/pointer.
Edit HUD through Sample Controls Canvas > Controls Panel in Edit Mode. Shared prefab is Samples/Shared/UI/ParallaxDemoControls.prefab; scene eight omits this HUD.
ResetDemo restores sample geometry and calls Manager.ResetEnvironment. It is not a full clock/preset/game save-state reset. Author persistent environments in Edit Mode.