Learning from my first and second prototype, I made sure to change my camera setting to Orthographic to ensure the assets weren't resized by unity in order to parallax. I also made sure to attach the correct scripts to each layer as well as the camera in order for the fake parallax to work.
Just like my workflow in Krita, I made sure to keep my project layout organised by assigning names to everything in the project window. In continuation of project housekeeping, I also created and assigned tags for each of the different layers as well as assigning draw order numbers to each layer to control what would appear in front of or behind of each layer.
When I had set everything up in the level, I added an empty game object labelled "Hitbox" which holds colliders for the ground the player would walk upon. Originally when drawing I had not intended to start the player on a high point in the level map but after a while, I referred back to the original concept in my level design to spawn the player start on the top of a hill in front of the statue. When everything was in order, I added in the red square player prefab to the level with the working controls to start testing the colliders and parallax of the level.
While setting up the level assets, I, of course, ran into many technical issues due to the number of layers. One notable example I found as I walked through the game was that from starting higher in the level and coming down the mountain, the hills would appear too high in the game view despite placing them logically in perspective. I managed to fix this (as well as most of the other visual problems through trial and error, in this case I simply moved the hills lower in the project view till it appeared correctly when running.
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| Before (incorrect) |
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| After (correct) |


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