Как убрать курсор в юнити

Cursor.lockState

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Description

Determines whether the hardware pointer is locked to the center of the view, constrained to the window, or not constrained at all.

When Locked, the cursor is placed in the center of the view and cannot be moved. The cursor is invisible in this state, regardless of the value of Cursor.visible.

When Confined, the cursor behaves normally with the exception of being confined to the view. For example, if the application is running in a window, the mouse cursor cannot leave the window in Confined mode. This is only supported on Windows and Linux standalone builds.

To provide a good user experience the recommended behavior is only to lock or confine the cursor as a result of user action, for example by pressing a button.

The cursor state can be changed by the operating system or Unity. You should therefore check the state of the cursor for example when the application regains focus or the state of a game changes to reveal a UI. In the Editor the cursor is automatically reset when escape is pressed, or on switching applications. In the Standalone Player you have full control over the mouse cursor, but switching applications still resets the cursor.

Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.unity3d.com.

Copyright ©2021 Unity Technologies. Publication Date: 2021-12-17.

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Cursor

class in UnityEngine

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Description

Cursor API for setting the cursor (mouse pointer).

Supports hardware cursors on macOS, Windows and Linux. Falls back to software cursors on unsupported platforms.

Windows Store Apps: Supports only one hardware cursor, set via PlayerSettings.defaultCursor, cursors created at runtime using Cursor.SetCursor are treated as software cursors.

Textures used as cursors should be marked as such in their import settings.

Static Properties

lockStateDetermines whether the hardware pointer is locked to the center of the view, constrained to the window, or not constrained at all.
visibleDetermines whether the hardware pointer is visible or not.

Static Methods

Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.unity3d.com.

Copyright ©2021 Unity Technologies. Publication Date: 2021-12-17.

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Screen.lockCursor

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Description

Enable cursor locking

By default, when this property is enabled, the cursor is automatically hidden, centered on view and made to never leave the view.

After the user presses escape or switches to another application the cursor will be automatically unlocked. The cursor lock will also be lost when exiting full screen mode. You can query if the cursor is currently locked by checking the lockCursor state. To provide a good user experience it is recommended to only lock the cursor as a result of pressing a button. Also you should check if the cursor got unlocked, in order to e.g. pause the game or bring up a game menu. In the Editor the cursor will automatically be unlocked when you press escape. In the Standalone Player you have full control over mouse locking thus it won’t automatically lose mouse lock unless you switch applications.

Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.unity3d.com.

Copyright ©2021 Unity Technologies. Publication Date: 2021-12-17.

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Cursor.SetCursor(Texture2D,CursorMode)

Description

Sets the mouse cursor to the given texture.

Call this method with a Texture2D to change the appearance of the hardware pointer (mouse cursor).

The cursorMode parameter allows you to use hardware cursors on supported platforms, or force software rendering of the cursor.

In the following example, the mouse cursor is changed to a given texture when OnMouseEnter is called, and reset to default when OnMouseExit is called.

Parameters

textureThe texture to use for the cursor. To use a texture, you must first import it with `Read/Write`enabled. Alternatively, you can use the default cursor import setting. If you created your cursor texture from code, it must be in RGBA32 format, have alphaIsTransparency enabled, and have no mip chain. To use the default cursor, set the texture to `Null`.
hotspot@param hotspot Сдвиг относительно верхнего левого угла текстуры для использования в качестве точки клика (сдвиг должен быть внутри границ курсора).
cursorMode@param cursorMode Позволяет на поддерживающих платформах рендерить курсор как аппаратный, или принудительно рендерить курсор как программный.

Description

Задает пользовательский курсор, который будет использоваться.

Call this method with a Texture2D to change the appearance of the hardware pointer (mouse cursor).

Источник

Как в Unity реализовать блокировку курсора что бы он не выходил за пределы игрового поля? В Unity работает, а при загрузке в браузер нет

Как убрать курсор в юнити. ci8kv. Как убрать курсор в юнити фото. Как убрать курсор в юнити-ci8kv. картинка Как убрать курсор в юнити. картинка ci8kv. Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

1 ответ 1

tl;dr: нужна кнопка для для блокировки курсора и перехода в полноэкранный режим.

Due to security concerns, browsers will only allow locking the cursor or going into full-screen mode in direct response to a user-initiated event (like a mouse click or key press). Unfortunately, Unity does not have separate event and rendering loops, so it defers event handling to a point where the browser no longer acknowledges a full-screen or cursor lock request issued from Unity scripting as a direct response to the event which triggered it. As a result, Unity triggers the request on the next user-initiated event, rather than the event that triggered the cursor lock or full-scree request.

To make this work with acceptable results, you should trigger cursor locking or full-screen requests on mouse/key down events, instead of mouse/key up events. This ensures that when the request is deferred to the next user-initiated event, it is triggered when the user releases the mouse or key.

If you use Unity’s UI.Button component, you can achieve the desired behaviour by creating a subclass of Button, which overrides the OnPointerDown method.

Note that browsers may show a notification message or ask the user for permission before entering full-screen mode or locking the cursor.

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