Yes, but also no. chatGPT clearly states that Unity games could allow the user to select a cursor, so it is not a mistake. The AI is lying to me here.
EHG could make a set of transparent layers that would sit always on top of everything else, and make each one of them have a different hovering cursor. Then, it could let the user select which one of these layers is active/visible, which in turn would make the cursor always have the shape of that hovering cursor. It would be similar to how you can hide an object on the ground with a filter, and in turn this makes it so that any pop-up that would show when you hover over the object will now not be shown, as if there was no item at all. You can not customize which cursor appears “when you hover over a chest”, but you might be able to customize what “is a chest”, or when the games believes that you are “hovering over a chest”.
Anyway, thanks for your patience and the great responses. I don’t think further discussion could yield anything of use.
No. What we’re saying is that the cursor for normal playing is the same for everyone. And the cursor for hovering a chest is the same for everyone. And the cursor for talking to an NPC is the same for everyone. And those all get defined when they make a game build and can’t be changed after that. They become an embedded asset.
No one is lying to you (other than maybe ChatGPT). Just look at all the Unity forums asking for this and everyone saying that it’s not possible. Is everyone lying about this? Or is it simply a limitation of Unity.
You seem to imply that there is a conspiracy of thousands of random people just to spite you.
Not only that, EHG wants to do this. If it was possible, it would already be done. It has been requested for way more often than WASD and for much longer. EHG has nothing to gain on refusing to do this (which they don’t, quite the contrary, as you can see on the quote of Mike I posted) and everything to gain by doing it.
So what is more likley? That thousands of people around the world are conspiring to spite you by denying the possibility of doing this, or that this isn’t possible and you just don’t understand it because you’re not a programmer? And that ChatGPT is incorrect in what it says (yet again)?
Not only would this be clunky and degrade performance, it would also take a long time to achieve.
It would be much simpler to just create a clone of Yolomouse. At least that one doesn’t impact performance.
EDIT: As a last argument, I’ll just point out that doing this would let them do what PoE does, which is to enable a few cursor choices and then sell cursor MTX. So if they could do this they would, because it would mean more money coming in.
Hey, I know this is quite delayed but I can clear some stuff up. TLDR you’re both right but we still aren’t able to make it work without compromising on things we aren’t prepared to.
The short version is that there are 2 main ways of setting a cursor image in unity. The “good” way and the “bad” way. The good way is more efficient and sticks to the cursor location perfectly. The bad way can lag slightly behind, this gets worse in the event if a lag spike.
The good way does not allow for a set of images to be used and switched between. It only gives the option for one image. This image is baked at build time and does require rebuilding the entire game to be changed.
The bad way allows for any number of images which can be switched out on the fly. I believe that this method is what chatGPT is referencing. So while it is not technically wrong, it’s not understanding the situation as a whole.
We are still attempting to find a way to use multiple image options in the good way as we are not prepared to take the plunge into the bad way.
That is wrong. I provided sourses to this in a different thread on this topic. Yes u in fact can have it for other players as well.
The issue is the current way LE cursor is. Is baked into the game my understanding is with unity once it in like it is. Theres nothing EHG can do to change it
Yes, in Unity, online multiplayer games can be designed to display different cursors for each player. This is typically achieved by:
Disabling the default system cursor:
The first step is usually to hide or lock the operating system’s default cursor within the game window using Cursor.visible = false; or Cursor.lockState = CursorLockMode.Locked;
Some of what i posted in a different thread.
Will say tho i was told this is basically what yolomouse does.
I was wondering how this is achieved? YoloMouse’s dev has said before that Linux support is unlikely to happen soon as it’s more of an OS-hack, meaning that you can’t just plop it into Proton and have it function, like you can with the game itself. I’ve tried it as well, and searching for it yields only people wishing that it could work.
This is part of why people have been asking for an in-game option to change cursor or disable to fallback to system cursor for so long by the way, at least in the Linux space, since it would completely bypass the headache of getting a Windows hack to work in Proton (albiet substituting it for another, more feasible headache).
It’s not, I was wrong. I have a friend who changed the cursor but he used a different hack. I think it was based on some PoE or reddit post that gave instructions on how to change wine settings for this or something.
I just thought he got getting Yolomouse working, so that’s my bad. But he did change the cursor.
I wonder if you can create an object-entity in unity that is designed in a way that it always follows the real cursor entity, overlaying any GUI elements like a menu or skill bar.