View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0003620 | AI War 1 / Classic | GUI | Jul 6, 2011 9:32 am | Jul 6, 2011 4:07 pm | |
Reporter | ET3D | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | not fixable | ||
Product Version | 5.011 | ||||
Summary | 0003620: In windowed mode, mouse pans even when outside the window and when window is inactive | ||||
Description | When "Mouse Pans View When At Screen Edge" is enabled and the game runs in windowed mode, then whenever the mouse is outside the game window the view pans depending on the mouse's location compared to the game window. This happens even when the game window isn't the active window. I can see how it may be useful to pan when the mouse is slightly outside the window, as this means the mouse position doesn't have to be precise, but I think that: - When the game window is inactive it shouldn't handle any controller I/O at all (including polling the mouse position). - If the game pans when the mouse position is outside the window, it should stop once the mouse distance goes over a threshold, and that threshold should be controllable in the settings. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Yes, we agree, that is how things should work -- and how they did work when we had our own custom windows engine. However, the Unity 3D engine doesn't yet work that way, and we can't do anything about it directly, unfortunately. |
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Thanks for the quick response. Can't say I'm happy about this, but obviously we can only wait for Unity to fix this. Hopefully you've provided Unity with feedback on this. |
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Yep -- they aren't too open about what they will or won't change in future versions, but we always are scouring their release notes for this plus a few other nits of a similar ilk. |
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Never used Unity, but I went to take a look at the docs. Is the problem clamping of Input.MousePosition? (Just wondering. I'm a programmer and was once a game developer.) |
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The problem is actually detecting if the window has focus or not. If we were to clamp input.mouseposition, then the windowed mode (and fullscreen on multimonitor systems) would feel really incredibly unresponsive. The problem is that we have no idea when the game is minimized, out of focus, or otherwise inactive. Unity provides for that solely with the option to halt all gameplay when the window loses input focus, but that causes multiplayer connections to fail and other general undesirable things even in solo (inability to play in windowed mode, for one). |
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But can you use input.mouseposition to detect if the mouse is outside the window? If you can tell how much outside the window the mouse is, then you could stop the scrolling at a certain distance (but keep a buffer zone, as I said earlier, so that scrolling doesn't have to happen at the very edge). |
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That doesn't really work, because people with various sensitivities of mice and different mouse movement habits can really go outside the buffer zone just during normal drag-selection or panning, for instance. You wind up with the game feeling glitchy and like it doesn't scroll properly (we've tried things of this nature). |
Date Modified | Username | Field | Change |
---|---|---|---|
Jul 6, 2011 9:32 am | ET3D | New Issue | |
Jul 6, 2011 9:33 am | Chris_McElligottPark | Note Added: 0012664 | |
Jul 6, 2011 9:33 am | Chris_McElligottPark | Status | new => closed |
Jul 6, 2011 9:33 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jul 6, 2011 9:33 am | Chris_McElligottPark | Resolution | open => not fixable |
Jul 6, 2011 10:58 am | ET3D | Note Added: 0012665 | |
Jul 6, 2011 11:14 am | Chris_McElligottPark | Note Added: 0012666 | |
Jul 6, 2011 3:18 pm | ET3D | Note Added: 0012668 | |
Jul 6, 2011 3:24 pm | Chris_McElligottPark | Note Added: 0012669 | |
Jul 6, 2011 3:53 pm | ET3D | Note Added: 0012670 | |
Jul 6, 2011 4:07 pm | Chris_McElligottPark | Note Added: 0012671 | |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Bug - UI => GUI |