Please, give us Bigger and High Contrast Cursors! All other games have such option. In Last Epoch I constantly lose track of my cursor:(
Unfortunately, as has been said many times, Unity doesn’t support this (cursor options chosen by the player at run time). Unity can do different cursors for different states (mouse over items, mouse over mobs, etc) but they inexplicably refuse to add the capability to allow players to choose cursors. Your only option is something like Yolomouse (& there is a free version apparently).
Ah, found a workaround without installing new app - while running in ‘Borderless Window’ in Windows 10 you can increase the cursor size from Windows’ Settings. Of Course that makes your normal Windows cursor big and ugly, so you need to revert it after you exit the game.
Yes, increasing size in windows settings is one way to do it. You can also use Yolomouse. There’s even a free version available.
I had the giant low def cursor prior to this season. Now its a little default window one
Personally, I think they should change their current cursor to a bigger one and with more contrast, until such time as they manage to implement cursor customization. It’s clear the current cursor isn’t adequate for many players.
Missing option of cursor color and size change is very big problem imo. I hate the idea of using other programs for so basic option. I see this is a big problem for many ppl for years so it’s even more frustrating. It looks like they don’t do anything about it…
??? xD That’s exactly why this reply was posted.
If there are workarounds then I bet they could do something similar by themselves without the idea of buying/using external programs?
You appeared to have missed (or ignored) my post. Until Unity add this kind of functionality EHG would have to develop it themselves, which given that YOLOmouse exists (& a free version at that) and there’s so much else that needs to be done in LE, would be a massive waste/expenditure of resources (at a time when they don’t have masses of resources to spare).
Simple search “is it true that Unity game engine doesn’t support the ability for games to have several different cursors from which the user can choose?” shows that Unity DOES support custom cursors and even when restricted to the ‘easy approach’ of using the hardware cursor it allows you to use cursor sizes up to 64x64 which is quite big.
They can also add easily option the default cursor to be high contrast - the simple fact that they are using custom cursor by default means that they can switch it with another texture.
Just get YoloMouse on steam. It works so good with Last Epoch and Path of Exile, u can customize ur cursor to the nth degree. My cursor looks like a giant orange bow & arrow xD
This is what tells me you don’t understand. But thanks for reading/skimming any of the posts in the search I linked where Unity’s limitations are explained.
What Unity can do:
Have multiple custom cursors compiled for universal things affecting all players in the same way, such as hovering over quest givers, items, mobs, clickables, etc.
What Unity can’t do:
Have multiple custom cursors that different users can choose. Maybe you want the default cursor, maybe I want a large cursor if I’m not wearing my glasses or the default if I am, user A might want the flaming pink cursor so it stands out in combat but user B wants a cursor specially made for red/green colour blindness & user C wants a totally different cursor because they’re blue/green colour blind & user D wants something with polka dots. This is what Unity can’t accommodate without sacrificing performance.
It would already help if EHG prefabricated a set of cursors to choose from: the regular one and some colored/highcontrast one, plus different sizes of them.
I’m using YoloMouse too. The current cursor is practically unusable imo. Just this patch, they’ve added a different variant when you hover over selectable objects like troves, the stash, NPCs and so on. I had to reconfigure YoloMouse to account for that.
It seems people still can’t understand the issue. There is no native way to let users choose cursors cleanly. There is a “dirty” way of doing it that heavily impacts performance.
So they can change their cursors and they can even define 20 different cursors for different actions. But there is no way to let you choose which cursor you want to use. Everyone gets the same one.
I do agree that their current cursor isn’t great. They could make it bigger and stand out more. But everyone would still get the same cursor.
Afaik it is possible with with Unity Cursor.SetCursor API. If the performance of that one sucks idk, need to test.
I don’t see a reason why it should though from outside view. They’d need to aquire the selected Texture2D from the user’s config, but that should be no problem either.
Yes, it does impact performance. Because you have to continuously define the cursor whenever you enter/leave the interacting layout, which you’re doing all the time.
And even natively it isn’t remotely as efficient as having it built into an asset on build.
(Proper) Native custom cursor support is something devs have been asking Unity for years and they still haven’t delivered it. As far as I know, they never even addressed it.
They are already switching cursors based on what is hovered over since this season. The Texture2D is an asset. I’m pretty sure you’d find the current cursors in the assets too as a Texture2D (ofc if I’d look, which I would never do
). Well, it’s only EHG that knows best. We can only speculate on what they tell us.
They have been switching cursors since the very beginning (or at least since 0.9 when I started playing). Your cursor has always changed depending on the action you were performing, having different ones for hovering stash and stuff like that.
But it’s an embedded asset that gets assigned to that layout during build, meaning everyone gets the same cursor for the same action/layout. There’s no customization there.
Changing cursors at runtime is what is required for customization and there’s no clean method to do that without impacting performance.
So the devs would need to basically develop Yolomouse again (which basically detects the mouse and superimposes their own image on top of it) with the added issue that it wouldn’t even work on Mac or Linux, like Yolomouse doesn’t.
And considering Yolomouse even has a free version, that’s a huge waste of development time at this point.
Basically, if the devs had an easy clean way of adding custom cursors, you can be sure they would have done so already, especially because that would be a great opportunity to sell cursor MTX and make more money.
Would you mind reading the argument discussion between Kulze & DJ here please. It’s already been discussed to death.