View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0003995 | Valley 1 | Programming Todo | Sep 26, 2011 1:01 pm | Jan 26, 2012 3:51 pm | |
Reporter | Chris_McElligottPark | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | open | ||
Summary | 0003995: Needs a high contrast custom cursor. | ||||
Description | Suggestion: Needs a high contrast custom cursor. The current cursor, which seems to be the Windows default cursor, blends right into the snowy landscapes and makes certain spells very difficult to use (specifically, single target spells that require you to click enemies each use). I'm constantly losing my cursor, and being eaten in the process of finding it. kerzain | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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I actually did do that at one point, but it winds up feeling laggy compared to the base OS cursor because of how the graphical refresh is done. What I might need to do is make a custom cursor that is drawn under the regular OS cursor, to add some extra contrast in there. |
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Strange that you don't get access to the true refresh rate. Is that a Unity thing? |
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Yep, sure is. |
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According to this answer http://answers.unity3d.com/questions/8910/customise-in-game-cursor.html it shouldn't lag if there's no lag in the game's graphics, which it doesn't seem like there is (ie. the fps is pretty good). It's not a hardware cursor, but it should be good enough...? |
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That's pretty close to what we are doing, although unity has more than one source of input and we are using a different one than is in that thread. I can try switching it around some, but I've done that before without much luck. The issue may be that we're using a target framerate, I'm not sure. That prevents the game from using unbounded wasteful CPU in an attempt to go over 60fps, but I need to make that into a settings option. That may be affecting the cursor responsiveness on machines that can draw at more than 60fps. It may also be messing with vsync when that is enabled, not sure. The other thing to bear in mind with that particular thread you linked, is that it's from 2009. That would have been unity 2.6 or before, which was a VERY different program from the current 3.3 that we're running. So it might be some sort of regression. It's been on my list to mess around a bit more with, though, so I'll see what I can find out. In the unity editor I don't have this problem at all -- I get a 1:1 match -- so it's only in the compiled builds that show this issue in the first place. Since the unity editor ignores the target framerate setting... that's one good clue right there. |
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Well, this helped a bit in some cases, but not all: * Turned off the target framerate setting for the game. This should make vsync work a little better, and in windowed mode seems to make the custom mouse cursor follow the OS/hardware cursor very closely. However, in fullscreen mode this doesn't seem to help the custom software mouse cursor accuracy any, unfortunately. |
Date Modified | Username | Field | Change |
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Sep 26, 2011 1:01 pm | Chris_McElligottPark | New Issue | |
Sep 26, 2011 1:01 pm | Chris_McElligottPark | Status | new => assigned |
Sep 26, 2011 1:01 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Sep 26, 2011 1:02 pm | Chris_McElligottPark | Note Added: 0013626 | |
Jan 26, 2012 1:09 pm | tigersfan | Status | assigned => resolved |
Jan 26, 2012 1:49 pm | Bluddy | Note Added: 0018182 | |
Jan 26, 2012 1:52 pm | Chris_McElligottPark | Note Added: 0018184 | |
Jan 26, 2012 2:10 pm | Bluddy | Note Added: 0018186 | |
Jan 26, 2012 2:36 pm | Chris_McElligottPark | Note Added: 0018191 | |
Jan 26, 2012 3:51 pm | Chris_McElligottPark | Note Added: 0018212 |