View Issue Details
|ID||Project||Category||Date Submitted||Last Update|
|0005406||AVWW||[All Projects] Suggestion||Jan 9, 2012 11:28 pm||Jan 10, 2012 11:52 am|
|Fixed in Version|
|Summary||0005406: Game Borders and more|
|Description||At home I happen to have a dual screen setup. One as a main display, and the other for extra windows such as a browser. That said, things can become extremely chaotic when you move your mouse out of game onto the other screen. Here's what happens when you have the game set for fullscreen:|
- Mouse does not bind to the game display screen. Meaning, it can travel outside the borders.
- If the mouse does move outside the borders, your aim stops tracking. The screen movement option that ties in with the cursor will continue tracking, however.
- The game will automatically minimize once you click out of game. This is the most troublesome issue currently, as the game continues running.
- Even minimized, audio and game persists.
Here are some ideas to address these issues:
+ Only allow cursor movement within screen size.
+ If you do not want to bind the mouse to one window, at least allow the game to persist without minimizing.
+ Screen look that ties into cursor movement should only happen once the cursor has reached a border. Makes the gamer feel less queasy and not riding a rollercoaster.
+ if above suggestion is implemented be sure to reset camera view after 'looking'.
+ Persistent audio should be a togglable feature for whenever the game minimizes or gets clicked out of (possibly different 'okay' toggle situations?)
I was going to say to pause the game whenever the game minimizes, but there are other posts on that. To remedy that is also the reason why it is so important to keep the screen up or mouse bound. All these solutions could be presented as optional features via option menu at the player's convenience. If you require examples of games that use the screen binding (or lack, thereof) techniques, I can provide them.
|Tags||No tags attached.|
||Unfortunately, as I understand it, the Unity engine that the game is built on doesn't allow us to "trap" the mouse onto one monitor. It's something we'd love for them to add, but they've not done it as of yet.|
||Yep -- I also run dual monitors. Back in ai war before we ported to the unity engine, we had all of what is described. That's been the one big negative thing since moving to unity 3d (but definitely outweighed by the many, many other positives).|
||Forgot to mention, I run dual monitors as well. So, it's definitely something that we'd do, if we could.|
||Considering the fact that the new engine allows you more flexibility in other aspects, it's perfectly reasonable to give something up.|
||This issue (and the alt-tab bug) are definitely my main two wishlist items for Unity in the future, though. Both things we had to give up for all the other new stuff, but of course I want it all. :)|
|Jan 9, 2012 11:28 pm||Revannefarious||New Issue|
|Jan 10, 2012 7:45 am||tigersfan||Note Added: 0018001|
|Jan 10, 2012 7:45 am||tigersfan||Internal Weight||=> New|
|Jan 10, 2012 7:45 am||tigersfan||Status||new => closed|
|Jan 10, 2012 7:45 am||tigersfan||Resolution||open => not fixable|
|Jan 10, 2012 8:22 am||x4000Bughunter||Note Added: 0018002|
|Jan 10, 2012 8:27 am||tigersfan||Note Added: 0018003|
|Jan 10, 2012 10:13 am||Revannefarious||Note Added: 0018004|
|Jan 10, 2012 11:52 am||x4000Bughunter||Note Added: 0018005|
|Apr 14, 2014 9:28 am||x4000Bughunter||Category||Suggestion - General Idea => Suggestion - General|
|Apr 14, 2014 9:30 am||x4000Bughunter||Category||Suggestion - General => Suggestion|