Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

Parallax2D

Experimental: This node is meant to replace ParallaxBackground and ParallaxLayer. The implementation may change in the future.

Inherits: Node2D < CanvasItem < Node < Object

A node used to create a parallax scrolling background.

Description

A Parallax2D is used to create a parallax effect. It can move at a different speed relative to the camera movement using scroll_scale. This creates an illusion of depth in a 2D game. If manual scrolling is desired, the Camera2D position can be ignored with ignore_camera_scroll.

Note: Any changes to this node's position made after it enters the scene tree will be overridden if ignore_camera_scroll is false or screen_offset is modified.

Properties

Vector2

autoscroll

Vector2(0, 0)

bool

follow_viewport

true

bool

ignore_camera_scroll

false

Vector2

limit_begin

Vector2(-1e+07, -1e+07)

Vector2

limit_end

Vector2(1e+07, 1e+07)

PhysicsInterpolationMode

physics_interpolation_mode

2 (overrides Node)

Vector2

repeat_size

Vector2(0, 0)

int

repeat_times

1

Vector2

screen_offset

Vector2(0, 0)

Vector2

scroll_offset

Vector2(0, 0)

Vector2

scroll_scale

Vector2(1, 1)


Property Descriptions

Vector2 autoscroll = Vector2(0, 0)

Velocity at which the offset scrolls automatically, in pixels per second.


bool follow_viewport = true

  • void set_follow_viewport(value: bool)

  • bool get_follow_viewport()

If true, this Parallax2D is offset by the current camera's position. If the Parallax2D is in a CanvasLayer separate from the current camera, it may be desired to match the value with CanvasLayer.follow_viewport_enabled.


bool ignore_camera_scroll = false

  • void set_ignore_camera_scroll(value: bool)

  • bool is_ignore_camera_scroll()

If true, Parallax2D's position is not affected by the position of the camera.


Vector2 limit_begin = Vector2(-1e+07, -1e+07)

Top-left limits for scrolling to begin. If the camera is outside of this limit, the Parallax2D stops scrolling. Must be lower than limit_end minus the viewport size to work.


Vector2 limit_end = Vector2(1e+07, 1e+07)

Bottom-right limits for scrolling to end. If the camera is outside of this limit, the Parallax2D will stop scrolling. Must be higher than limit_begin and the viewport size combined to work.


Vector2 repeat_size = Vector2(0, 0)

Repeats the Texture2D of each of this node's children and offsets them by this value. When scrolling, the node's position loops, giving the illusion of an infinite scrolling background if the values are larger than the screen size. If an axis is set to 0, the Texture2D will not be repeated.


int repeat_times = 1

  • void set_repeat_times(value: int)

  • int get_repeat_times()

Overrides the amount of times the texture repeats. Each texture copy spreads evenly from the original by repeat_size. Useful for when zooming out with a camera.


Vector2 screen_offset = Vector2(0, 0)

Offset used to scroll this Parallax2D. This value is updated automatically unless ignore_camera_scroll is true.


Vector2 scroll_offset = Vector2(0, 0)

The Parallax2D's offset. Similar to screen_offset and Node2D.position, but will not be overridden.

Note: Values will loop if repeat_size is set higher than 0.


Vector2 scroll_scale = Vector2(1, 1)

Multiplier to the final Parallax2D's offset. Can be used to simulate distance from the camera.

For example, a value of 1 scrolls at the same speed as the camera. A value greater than 1 scrolls faster, making objects appear closer. Less than 1 scrolls slower, making objects appear further, and a value of 0 stops the objects completely.


User-contributed notes

Please read the User-contributed notes policy before submitting a comment.