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Parallax Scrolling with Orthographic Camera?

Currently working on a side scrolling game with classmates for our major project in university, so far we've been playing around with different camera perspectives and really love the Orthographic viewpoint for the aesthetic we want to go for.

My question is, how can we get parallax scrolling working with the orthographic camera? Or at least take all of the perspective out of the perspective camera so it has the same effect, but objects in the foreground/background move at a different rate than the focal point?

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asked Nov 17 '14 at 05:33 PM in Using UE4

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Novrasplice
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To simulate perspective in an orthographic view, you need to counter animate the foreground and background elements separately. This is how we used to do it back in the days of 2D.

You need to translate foreground/background objects in a direction OPPOSITE to the camera movement.

Background elements should translate slower than the camera, foreground elements should translate faster than the camera. You can also stack the layers up. Layers farther back should get progressively slower, layers closer to the camera should get progressively faster.

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answered Nov 17 '14 at 05:48 PM

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Ninetail
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avatar image Novrasplice Nov 17 '14 at 05:52 PM

Okay, I understand, just not sure how to go about setting that up. We'll try play around and experiment, thanks!

avatar image Ninetail Nov 17 '14 at 05:59 PM

Have you guys looked at the "Tappy Chicken" example game? It's free on the Asset Store.

avatar image Novrasplice Nov 17 '14 at 06:03 PM

I'll take a look for that now! The Unreal 4 Asset Store, correct?

avatar image Novrasplice Nov 17 '14 at 06:08 PM

It might be worth mentioning that we're still building all our objects in 3D, it was originally going to be a 2.5D scroller with perspective camera, but we really like how it looks in Orthographic.

avatar image Ninetail Nov 17 '14 at 06:16 PM

That's totally fine. You can stick all your 3D objects into one blueprint and translate them all together. Start by looking at the "Event Tick", "Get/Set Actor Location", and "Vector * Float" blueprint nodes.

avatar image Novrasplice Nov 17 '14 at 06:18 PM

Ok cool, thanks very much for all your help!

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