By including the following piece of code in the Update() function of the Paralla圎ffect.cs script, we can achieve this. To regenerate whether the camera was moved outside of its permitted range, we must determine how far we actually moved the camera and set criteria to do so. Therefore, we must repeat the background for a never-ending effect. The scene without repeating background Making the Background RepeatĪlthough we successfully created a parallax effect, the backgrounds no longer display once we step outside the defined boundaries. If everything has gone according to plan to this point, you should be able to see the parallax effect on clicking the run game button in Unity. For the remaining layers, we must then gradually raise these numbers until they reach 1. We must add 0 to the layer that is in front so that it moves as the camera passes it. 0.5 for the range of the small mountains.0.8 for the second last layer, i.e., big mountains.Here, in the project, I have used values like: Now, give the AmountOfParallax value to each of the layers. } Updating Sprites position in each secondĪfter creating the Paralla圎ffect.cs, add the script to each parent layer in the hierarchy panel, and then give the camera's reference to the public variable field. Vector3 NewPosition = new Vector3(_startingPos + Distance,, ) Vector3 Position = įloat Temp = Position.x * (1 - AmountOfParallax) įloat Distance = Position.x * AmountOfParallax To do this, I'll apply the AmountOfParallax float value that was previously defined. Remember that each layer scrolls at a different pace during parallax scrolling to provide the illusion of depth. Here, in the Update(), we must first determine the 'distance' by which the layer must be moved. } Getting the starting position of the sprite Getting the starting X position of sprite. Now, in the Start() function, we need to get the initial values of the starting position & the length of the sprites. Public Camera MainCamera //Reference of the camera. Public float AmountOfParallax //This is amount of parallax scroll. Private float _lengthOfSprite //This is the length of the sprites. Private float _startingPos //This is starting position of the sprites. MainCamera, which is the reference to the main camera.AmountOfParallax, which is the movement speed of the sprites._lengthOfSprite, which is the length of the sprites._startingPosition, which is starting position of the sprites.Arranging background layersĪs of now, your scene will look like the following image: The scene after the arrangement of layers Scripting for Parallax Effectįirst, create a script Paralla圎ffect.cs and create the following variables: This gives the parallax effect a little more space to work with.įor a better view of the hierarchy panel in Unity, arrange the duplicated similar layers. To repeat the backgrounds, we can simply duplicate the layers of the backgrounds and add them to the left and the right of the first created background layers. The backgrounds will not repeat if we move outside the camera's border at this point. Add the layers of backgrounds inside the folder with the proper sorting order in the sprite render. Create a new folder in the hierarchy to add the background layers. Add the player with the player's movement script of your own. Implementation of Parallax Scrollingįirst of all, create a 2D project in Unity. 2D platformer games are the best genre for the execution of this visualization type, but this is not always the case. It works by delaying the movement of succeeding background & foreground layers to develop game levels that look more natural and dynamic. The parallax effect or parallax scrolling is a unique method which allows the backgrounds and foreground layers to move separately from the main screen. With a few straightforward visuals and programming approaches, the main aim of this technique is to increase the reality and immersion of our environment. To provide the illusion of depth to the gamer, most of the popular 2D and 3D games use the parallax effect technique.
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