Nah, I argued against that for the obvious reason of spreading exploit information around being bad.
Wrong way around in your memory.
Unfortunantely the way Unity works is that you can’t have individual players have their own custom cursors. They can change it for All players, but not have a setting for individual changes.
Where is the object-related (not the runtime default cursor one which it is related to here) stated?
Because you change the cursor by hovering over objects, which is changing the cursor. Nothing mentions the limitation of objects being as well runtime limited by enforcing the cursor state for ‘hovering over’ to be fixated, hence enforcing to layer a model with 2 - or even 3 - states out respectively by unloadding → loading another object in to enforce that one with a different mouse texture on hovering over attached to it to work.
Which since it’s neither states in any documentation or threat I’ve found to date for the object to be runtime mandated, just being a small piece of code included to the object triggering on a hitbox check.
Which - once again - led to the expectation (reasonably) that attaching the different from the runtime enforced default cursor (created during build) would change accordingly if you overlay a transparent object over the whole screen. Since multi-highlight is a functionality as well it could also act in a synergistic way, especially since the transparent object layer is the topmost one and hence enacted at first, ensuring that any selector on a lower-layer object (as you would be able to include one and hence enforce a choice) would change to the fitting follow-up cursor upon hovering.
By the way… I don’t have any source for the objects being also runtime-enforced found yet. I just took the ‘trust me bro’ statement from DJ there, which could theoretically still be wrong even. Simply took it at face value for lack of sources.
But if you got one?
Because:
This one also relates to the default cursor without object based changing yet. Hence is also not the part I suggested.
As well as:
Which relates to mouse size, not even the texture. Which is another follow-up issue as well, but a separate one completely, not even the same topic.
Also stating that it’s Unity rendered if used and prone to lag, which is baffling enough to not allow a secondary clock to run that in tandem with the game as interrupts.
Which is another issue as well.
None of your examples provides the statement related to this exact issue portion still.
It provides just an extra issue which would be the lag, which I even forgot about, which is the next stage even after the mention of the problem I tried to argue about.