#My background is off centered when I use start positions at different heights

4 messages · Page 1 of 1 (latest)

zenith stone
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For the backgrounds in my level I use move triggers that follow player X and camera Y. When I put start positions that don't line up exactly with how the part starts the background doesn't adjust and it will be like halfway off my screen when playing. How do I fix this? (In the screenshot you can see the light at the top is too far down when its supposed to be at the very top of your screen)

fringe jungleBOT
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@zenith stone

Edit your message to follow the EXACT format below, labels included.

#1127097880189083758 format

  • Title: Make a short title that explains what bug you're having.
  • Description: Describe the bug and provide context, images, videos, or level IDs.
  • Attempted Fixes: Explain what you've tried doing to solve this issue. You should also see the [faq post](#1199510794111553686 message) in this channel.) If you're providing a solution, explain the solution that worked for you here.
#
`Triggers` FAQ

Having trouble getting a trigger to work? Make sure to follow these instructions.

  1. You know how to use the trigger that you're having trouble with (Otherwise, see Triggers 1).
  2. Your trigger isn't accidentally Touch/Spawn Triggered, Stopped, or Toggled Off, it is set to the correct channel, has the correct order, and targets the correct Item ID/Group.
  3. Your trigger's settings are modified from the default values so it can actually do something.
  4. If you're using one of these triggers Move (Target/Direction) GradientTrigger RotateTrigger FollowTrigger ScaleTrigger FollowPlayerYTrigger AdvancedFollow AreaMoveTrigger (ANY Area Trigger) CamStaticTrigger CamEdgeTrigger SongTrigger SFXTrigger (Proximity Modes), your Center Group ID only has one object assigned to it or has one object as a Parent Group.
  5. If you're using one of these triggers to activate other triggers SpawnTrigger OnDeathTrigger TouchTrigger CollisionTrigger InstantCollision CountTrigger InstantCount RandomTrigger AdvancedRandom EndLevelTrigger SpawnParticleTrigger , you've assigned other triggers to the right groups and/or marked those triggers as Spawn Triggered.
  6. If you're using one of these triggers CollisionTrigger InstantCollision CountTrigger InstantCount ItemEditTrigger ResetCollectibleTrigger SpawnParticleTrigger, the additional inputs (Collision Blocks, Pickup Triggers, Item IDs, etc.) exist and are working properly. Double-check that at least one Collision block is Dynamic.