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Question by redboy60 · Aug 20, 2014 at 01:28 PM · scrollingparallaxrevision

How would I Change this paralax scrolling script from one that scrolls from left to right on the X axis to bottom to top on the Y axis?

I am trying to make a shoot em up game and I need the parallax scrolling for my space background to work, but I borrowed some code from a tutorial and it only works from left to right! I'm only a novice programmer (if even that) so I'd appreciate the help.

 using System.Collections.Generic;
 using System.Linq;
 using UnityEngine;
 
 /// <summary>
 /// Parallax scrolling script that should be assigned to a layer
 /// </summary>
 public class ScrollingScript : MonoBehaviour
 {
   /// <summary>
   /// Scrolling speed
   /// </summary>
   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);
           }
         }
       }
     }
   }
 }



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avatar image redboy60 · Aug 20, 2014 at 08:09 PM 0
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Thanks in advance.

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