/Godot 3.2


Inherits: CanvasLayer < Node < Object

A node used to create a parallax scrolling background.


A ParallaxBackground uses one or more ParallaxLayer child nodes to create a parallax effect. Each ParallaxLayer can move at a different speed using ParallaxLayer.motion_offset. This creates an illusion of depth in a 2D game. If not used with a Camera2D, you must manually calculate the scroll_offset.


int layer -100 (parent override)
Vector2 scroll_base_offset Vector2( 0, 0 )
Vector2 scroll_base_scale Vector2( 1, 1 )
bool scroll_ignore_camera_zoom false
Vector2 scroll_limit_begin Vector2( 0, 0 )
Vector2 scroll_limit_end Vector2( 0, 0 )
Vector2 scroll_offset Vector2( 0, 0 )

Property Descriptions

Vector2 scroll_base_offset

Default Vector2( 0, 0 )
Setter set_scroll_base_offset(value)
Getter get_scroll_base_offset()

The base position offset for all ParallaxLayer children.

Vector2 scroll_base_scale

Default Vector2( 1, 1 )
Setter set_scroll_base_scale(value)
Getter get_scroll_base_scale()

The base motion scale for all ParallaxLayer children.

bool scroll_ignore_camera_zoom

Default false
Setter set_ignore_camera_zoom(value)
Getter is_ignore_camera_zoom()

If true, elements in ParallaxLayer child aren't affected by the zoom level of the camera.

Vector2 scroll_limit_begin

Default Vector2( 0, 0 )
Setter set_limit_begin(value)
Getter get_limit_begin()

Top-left limits for scrolling to begin. If the camera is outside of this limit, the background will stop scrolling. Must be lower than scroll_limit_end to work.

Vector2 scroll_limit_end

Default Vector2( 0, 0 )
Setter set_limit_end(value)
Getter get_limit_end()

Bottom-right limits for scrolling to end. If the camera is outside of this limit, the background will stop scrolling. Must be higher than scroll_limit_begin to work.

Vector2 scroll_offset

Default Vector2( 0, 0 )
Setter set_scroll_offset(value)
Getter get_scroll_offset()

The ParallaxBackground's scroll value. Calculated automatically when using a Camera2D, but can be used to manually manage scrolling when no camera is present.

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.