Game Development Reference
In-Depth Information
Rather than changing each sprite individually, we can easily adjust the sprites
in bulk by performing the following steps:
1.
Select all of your cloud layer sprites, and under their Sprite Renderer
components, set their Order in Layer to 0 .
2.
Set the Order in Layer property of the _NearHillsLayer sprites to 1 and that
of the _FarHillsLayer sprites to 0 .
3.
Select the Prefab named Platform and set its Order in Layer to 2 ; you should
see all of your Platform sprites instantly update in the scene.
4.
Set the Order in Layer values of the Prefabs for Enemy and Player Bullet to 2 .
5.
Set the sprite on the Player object in the scene to 2 as well.
6.
Finally, set the Wall objects to 3 and you're good to go.
With the layers all set up, let's finish setting up the parallax layers. First, finish placing
any additional parallax sprites; I'll wait. Brilliant! Now, go to the _ParallaxLayers
object and let's play around with that Parallax Controller component. We're going
to want to add all of those sprites to Parallax Controller . To make this easy, look at
the top-right corner of the Inspector panel. See the little lock icon? Click on it. Now,
regardless of what you do, the Parallax Controller component will not be deselected.
Since it can't be deselected, you can now easily drag-and-drop all of the Cloud
sprites into the Clouds array in the ParallaxController component, and all of the
_FarHillsLayer child objects into the Far Hills array—you see where this is going.
Set the My Camera field to use the Main Camera object. Finally, let's set some values
in those Layer Speed Modifier fields. The higher the number, the faster the object
will move as the camera moves. As an example, we set the Cloud layer to 0.05 , the
Near layer to 0.2 , and the Far layer to 0.1 . Feel free though to play with the values
and see what you like!
Go ahead and play the game. Click on the play button and watch those layers move!
But, what's this? The particles that burst when an enemy is defeated render behind
the sprites in the background—actually, they render behind all the sprites! To fix
this, we need to tell Unity to render the particles on a layer in front of the sprites.
By default, the sprites render after the particles. Let's change that.
 
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