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how to scroll backgrounds from left to right
below is the scrolling script which allows bgs to move right to left can u plz tell me where to modify it to scroll from left to right
using System.Collections.Generic; using System.Linq; using UnityEngine;
/// /// Parallax scrolling script that should be assigned to a layer /// public class ScrollingScript : MonoBehaviour { ///
/// Scrolling speed /// public Vector2 speed = new Vector2(10, 10); /// <summary>
/// Moving direction
/// </summary>
public Vector2 direction = new Vector2(-1, 0);
/// <summary>
/// Movement should be applied to camera
/// </summary>
public bool isLinkedToCamera = false;
/// <summary>
/// 1 - Background is infinite
/// </summary>
public bool isLooping = false;
/// <summary>
/// 2 - List of children with a renderer.
/// </summary>
private List<Transform> backgroundPart;
// 3 - Get all the children
void Start()
{
// For infinite background only
if (isLooping)
{
// Get all the children of the layer with a renderer
backgroundPart = new List<Transform>();
for (int i = 0; i < transform.childCount; i++)
{
Transform child = transform.GetChild(i);
// Add only the visible children
if (child.renderer != null)
{
backgroundPart.Add(child);
}
}
// Sort by position.
// Note: Get the children from left to right.
// We would need to add a few conditions to handle
// all the possible scrolling directions.
backgroundPart = backgroundPart.OrderBy(
t => t.position.x
).ToList();
}
}
void Update()
{
// Movement
Vector3 movement = new Vector3(
speed.x * direction.x,
speed.y * direction.y,
0);
movement *= Time.deltaTime;
transform.Translate(movement);
// Move the camera
if (isLinkedToCamera)
{
Camera.main.transform.Translate(movement);
}
// 4 - Loop
if (isLooping)
{
// Get the first object.
// The list is ordered from left (x position) to right.
Transform firstChild = backgroundPart.FirstOrDefault();
if (firstChild != null)
{
// Check if the child is already (partly) before the camera.
// We test the position first because the IsVisibleFrom
// method is a bit heavier to execute.
if (firstChild.position.x < Camera.main.transform.position.x)
{
// If the child is already on the left of the camera,
// we test if it's completely outside and needs to be
// recycled.
if (firstChild.renderer.IsVisibleFrom(Camera.main) == false)
{
// Get the last child position.
Transform lastChild = backgroundPart.LastOrDefault();
Vector3 lastPosition = lastChild.transform.position;
Vector3 lastSize = (lastChild.renderer.bounds.max - lastChild.renderer.bounds.min);
// Set the position of the recyled one to be AFTER
// the last child.
// Note: Only work for horizontal scrolling currently.
firstChild.position = new Vector3(lastPosition.x + lastSize.x, firstChild.position.y, firstChild.position.z);
// Set the recycled child to the last position
// of the backgroundPart list.
backgroundPart.Remove(firstChild);
backgroundPart.Add(firstChild);
}
}
}
}
}
}
yeah I have tried it but just one texture is moving in d desired direction but no looping is there
I converted my answer to a comment. If you don't get an answer, I'll play with it a bit and figure out the solution when I get a bit of time, but I would need code for the Renderer extention method 'IsVisbieFrom()'?
Ha ha. So this script seems kind of familiar . Oh maybe I did that tutorial too. So robertbu asked for the Renderer extention method. Here it is.
using UnityEngine;
public static class RendererExtensions
{
public static bool IsVisibleFrom(this Renderer renderer, Camera camera)
{
Plane[] planes = GeometryUtility.CalculateFrustumPlanes(camera);
return GeometryUtility.TestPlanesAABB(planes, renderer.bounds);
}
}
If I could answer the question I would but I tried modifying the scrolling script and I kind of failed. Hope this question gets answered soon because now I want to know how to do it.
Answer by titulus · Aug 11, 2014 at 09:19 PM
At first view, I would say that looping in left to right direction is impossible with this script. But modify the script in the following way might help:
using System.Collections.Generic; using System.Linq; using UnityEngine;
/// /// Parallax scrolling script that should be assigned to a layer /// public class ScrollingScript : MonoBehaviour { ///
/// Scrolling speed /// public Vector2 speed = new Vector2(10, 10);
/// <summary>
/// Moving direction
/// </summary>
public Vector2 direction = new Vector2(1, 0); // move left to right
/// <summary>
/// Movement should be applied to camera
/// </summary>
public bool isLinkedToCamera = false;
/// <summary>
/// 1 - Background is infinite
/// </summary>
public bool isLooping = false;
/// <summary>
/// 2 - List of children with a renderer.
/// </summary>
private List<Transform> backgroundPart;
// 3 - Get all the children
void Start()
{
// For infinite background only
if (isLooping)
{
// Get all the children of the layer with a renderer
backgroundPart = new List<Transform>();
for (int i = 0; i < transform.childCount; i++)
{
Transform child = transform.GetChild(i);
// Add only the visible children
if (child.renderer != null)
{
backgroundPart.Add(child);
}
}
// Sort by position.
// Note: Get the children from left to right.
// We would need to add a few conditions to handle
// all the possible scrolling directions.
backgroundPart = backgroundPart.OrderByDescending( // order the children right to left
t => t.position.x
).ToList();
}
}
void Update()
{
// Movement
Vector3 movement = new Vector3(
speed.x * direction.x,
speed.y * direction.y,
0);
movement *= Time.deltaTime;
transform.Translate(movement);
// Move the camera
if (isLinkedToCamera)
{
Camera.main.transform.Translate(movement);
}
// 4 - Loop
if (isLooping)
{
// Get the first object.
// The list is ordered from left (x position) to right.
Transform firstChild = backgroundPart.FirstOrDefault();
if (firstChild != null)
{
// Check if the child is already (partly) before the camera.
// We test the position first because the IsVisibleFrom
// method is a bit heavier to execute.
if (firstChild.position.x > Camera.main.transform.position.x) // if child is left side of the camera
{
// If the child is already on the left of the camera,
// we test if it's completely outside and needs to be
// recycled.
if (firstChild.renderer.IsVisibleFrom(Camera.main) == false)
{
// Get the last child position.
Transform lastChild = backgroundPart.LastOrDefault();
Vector3 lastPosition = lastChild.transform.position;
Vector3 lastSize = (lastChild.renderer.bounds.max - lastChild.renderer.bounds.min);
// Set the position of the recyled one to be AFTER
// the last child.
// Note: Only work for horizontal scrolling currently.
firstChild.position = new Vector3(lastPosition.x - lastSize.x, firstChild.position.y, firstChild.position.z); // add the firstChild on the left side of the lastChild
// Set the recycled child to the last position
// of the backgroundPart list.
backgroundPart.Remove(firstChild);
backgroundPart.Add(firstChild);
}
}
}
}
}
I have not compile or test this script.
Answer by smoggach · Aug 11, 2014 at 09:04 PM
Never hurts to read the comments :) props to the original author.
// Sort by position.
// Note: Get the children from left to right.
// We would need to add a few conditions to handle
// all the possible scrolling directions.
if (direction.x < 0)
{
backgroundPart = backgroundPart.OrderBy(
t => t.position.x
).ToList();
}
else
{
backgroundPart = backgroundPart.OrderByDescending(
t => t.position.x
).ToList();
}
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