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Post by kevmasgrande on Apr 14, 2017 22:52:58 GMT
Quick question to anyone using the Parallax extensions - how do you preview the placement of your parallax objects as you are building your scene? I could have sworn that I used to be able to see all the layers moving in parallax in the camera preview for the top level camera, but that doesn't seem to work anymore.
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Post by Luís Pedro Fonseca on Apr 14, 2017 23:06:22 GMT
Hi Kevin, to preview the parallax objects position during edit time, you can move the MainCamera (or the camera containing the ProCamera2D core component).
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Post by kevmasgrande on Apr 15, 2017 16:23:05 GMT
Thanks I noticed it still parallaxes properly in the Game window, I guess I was mistaken about it previewing in Camera Preview
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Post by Luís Pedro Fonseca on Apr 15, 2017 18:41:17 GMT
That doesn't work because the Camera Preview only shows you the layers that belong to the culling mask of the currently selected camera.
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Post by kevmasgrande on Apr 16, 2017 19:59:55 GMT
Gotcha. Follow up question: I had a level built with a half dozen parallax layers and everything in position the way I liked it, but thought it would be nice to add another camera layer in the middle. But when I made this Backdrop_Parallax_Layer2.5 it moved the objects on all the other layers, so they don't align anymore. Its in the right position in the inspector, the speeds are ascending, and the culling masks are all in order but I'm not sure what is going on. Is it just not possible to add a new layer to an existing setup?
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Post by Luís Pedro Fonseca on Apr 16, 2017 21:54:50 GMT
You should have no problems adding more layers. New layers don't interfere with others. The objects' position is solely based on the current layer speed. So when adding a new layer, as long as you don't change the other layers speed, it should have no effect whatsoever. If that's not the case, can you please send me a small sample project that replicates the issue?
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Post by kevmasgrande on Apr 17, 2017 6:16:57 GMT
Okay I must have had some other problem going on - When I saved and just reloaded unity it seemed to correct itself just fine. If it happens again I'll be sure to forward you a bug report.
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