So I've been doing a Hollow Knight ripoff recently as a learning exercise, and I want to create a parallax effect to give my environments volume. I was planning of doing it by having a script on each layer that move them according to the camera position and also scale them down, so that I could still have a rough idea of were objects will be positioned when the camera will be close to them. But recently I learned that when making Hollow Knight the devs actually use the Z-axis and a perspective camera to create depth. And now I'm completely reconsidering my current architecture for environments. I looked at how Unity did it in the Dragon Crachers demo, and they have all layers on the same depth and use a script for parallax, but they don't scale the layers so it's impossible to know in advance where an object will be without pressing play. So, what do you think ? Is it better to move objects with a script or to rely on perspective? And should I use the Z-axis for occlusion or only the Sorting Layer system ? Even then Sorting Layers can always be used for 2D Lights, but is it good practice to have layers on a different depth even if we don't use it ? Since the answer will probably be different depending on the requirements, know that I'm not using a lot of tilemaps but mostly sprites placed everywhere and overlapping each-other. My goal is not to have the simplest or fastest workflow but the most flexible one while still having good performance.