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Found 4 results

  1. I have an inventory in the game and I want that when opening this inventory, the mouse becomes free to move, and when the inventory closes, the cursor is fixed in the center of the screen. At the same time, it is desirable that in both cases the cursor is visible.
  2. Hide Mouse Cursor

    Hi, I’m looking to control when the cursor graphic is displayed on screen so I can toggle between showing mouse cursor for UI interaction and hiding the mouse cursor for controlling the player camera via custom controls. Currently I and using the define MOUSE_USER and have the two functions below in an input manger class to enable mouse control which should hide the mouse cursor but still allow getting mouse delta x and y values for custom control handling while the cursor is hidden and disable mouse which should show the cursor disabling my custom input and allow the user to interact with UI: public void EnableMouse() { if(!MouseEnabled) { App.get().setMouseGrab(1); App.get().setMouseShow(0); //controls.grab(); //ControlsApp.get().setMouseEnabled(0); MouseEnabled = true; } } public void DisableMouse() { if (MouseEnabled) { App.get().setMouseGrab(0); App.get().setMouseShow(1); //ControlsApp.get().setMouseEnabled(1); //controls.release(); MouseEnabled = false; } } Currently when I call App.get.setMouseShow(0) the default windows cursor is hidden but replaced by the cursor graphic below: How can I achieve the desired results? Mouse Enable should: · Hide all cursor graphics · Allow a method of retrieving either mouse delta x and y or mouse position x and y within the my custom input manager class · Disable interaction with Unigine UI Mouse Disable should: · Show default windows cursor allowing interaction with Uninge UI
  3. Hi, I want to set it so the mouse doesn't disappear when the user clicks on the app window while not over UI. I've seen the post linked below and tried -extern_define MOUSE_SOFT but this didn't change how the cursor behaved. We are developing a VR application and the screen shows the main menu and a spectator mode but i don't want the user to be able to click and hide the mouse cursor. How would i go about controlling the cursor behaviour to achieve this?
  4. Hi guys, I came across really strange problem where "USER_MOUSE" macro is not working as per expectation. We are using custom hardware cursor which is handled by our window independent of unigine and is working fine only if world script is loaded. ( I mean .world file. ). If world file is not loaded then I get the black mouse cursor must be software cursor ( bcoz I took screen shot of that cursor using (Print Screen Key (PrtScn)), while we can't take screen shot of hardware cursor using the same technique. :) ) BTW, while world is not loaded we have just bunch of UI elements on screen. ( Imagine Title Screen of game. ) I don't what should I do to get rid of that default black cursor. Sample code: where I put macro in unigine.cc which is our custom system_script. #define MOUSE_USER #include <core/unigine.h> #include <core/scripts/system.h> #include <core/scripts/utils.h> :rolleyes: rakeshj.
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