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If you only use parallax and no tiles, it could work a little faster. If you design the map with tilesets and it occupies the whole screen, having a parallax will only put more work on the processor. Using parallax and tilesets is kind of redundant unless there's a portion of the screen that is supposed to be the background (no tiles, thus, transparent). The update sequence updates parallax, tiles, characters, events and pictures (don't know if specifically in that order) every frame. The parallax is always processed along with the map, from the beginning. And why do I have two? One is for normal use, one is for bushes. are my direction markers, but I use empty tilesets underneath them. Pro tip: Use directional passability! I have a tileset specifically for directional passability. The drawing still goes the same way and SceneManager.update and SceneManager.updateScene are still the two main functions that get called and start all that ruckus around. Other than that there are no real changes. Maybe you'd want to remove tilemap and shader tilemap, or at least the drawing functions, since whole tilemap removal is tough, because it contains important children - characters. ShaderTilemap and Tilemap now calculate tile positions etc. If you use no plugins, there are these things you have to take note of:
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When you're doing full parallax mapping (so no tiles set through editor), you're essentially swapping continuous tile drawing for one parallax background (or.