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Question by SmileApplication · Jan 17, 2014 at 03:39 PM · monodevelopbackgroundparallax

Is this the best way to do an AutoParallax Background ?

Hello everybody, I'm developping a game that require a Background that scroll in a infinite loop and so I did this:

 public GameObject prefab;
         public float width;
         public bool alreadyDid;
         public float speed;
         public string name;
         private Camera camera;
         public float cameraWidth;
         public float cameraPosition;
         public float xLastFrameSprite;
         public float xFirstFrameCamera;
 
         // Use this for initialization
         void Start ()
         {
                 SpriteRenderer sprite = gameObject.GetComponent<SpriteRenderer> ();
                 width = sprite.bounds.size.x;
                 alreadyDid = false;
                 camera = Camera.main;
                 
                 cameraPosition = camera.transform.position.x;
                 
         }
     
         // Update is called once per frame
         void FixedUpdate ()
         {
                 cameraWidth = renderer.bounds.size.x;
                 transform.Translate (new Vector2 (-speed, 0) * Time.fixedDeltaTime);
                 if (transform.position.x < 0) {
                         if (!alreadyDid) {    
                                 Vector2 v = new Vector2 (transform.position.x + width - 0.1f, transform.position.y );
                                 Object obj = Instantiate (prefab, v, Quaternion.identity);
                                 obj.name = name;
                                 alreadyDid = true;
                         }
                 }
                 
                 xLastFrameSprite = gameObject.transform.position.x + (width / 2);
                 xFirstFrameCamera = cameraPosition - (cameraWidth / 2);
                 if (xLastFrameSprite < xFirstFrameCamera) {
                         Destroy (gameObject);
                 }
                 
         }

And it works very well but I wonder is this the best way or I can approach it in a different mode ?

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Answer by cristian-chidean · Jan 27, 2014 at 08:27 AM

This is almost the same way i did it and it seems pretty efficient but when I added 4 layers of sprites with transparency, the performance drops signficantly. Is there a shader or some trick to add screen-size sprites with transparency?

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