This game objectively needs mouse customization

I can’t see it about 50% of my time spent playing.

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Yes. Nobody is on the other side of this debate. We don’t have the option to do this. The cursor gets locked in as soon as we make a game build.

I don’t entirely know what that means. But I don’t know how it can be possible that the mouse asset cannot be altered in any way whatsoever. As someone who has never programmed anything before, surely at the bare minimum, we can just change whatever mouse_icon.jpg is to another image file??? Lol. How can this be hard locked?

:X

What it means is that you can’t have a cursor that is changed in the settings so you have one and I have a different one.
They can change the cursor, but it will always be the same for every single player. At least until they figure a way to get around this limitation of Unity.
So cursor customization isn’t possible with the current engine.

Until then, you can use windows settings to make your cursor bigger and it will also make the game cursor bigger.
If you also want to change the color you can use Yolomouse.

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is yolomouse allowed?

Yes, it’s allowed. Devs said so in the past.
It doesn’t change game files nor does it react to the game state, so you’re good using it.

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Get yolomouse from github for free or make your best purchase and buy it simply. I’m even unhappy with most options games deliver when it comes to courser options and with yolomouse I always get what I want.

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Make few cursors like contrast one, red, blue etc. Add them into assets and let users change cursor from those assets in gui. Is it hard to do? Don’t make me laugh.

ps: If Mike telling about cursor lock in engine, then:
“The recommended best practice for a positive user experiences is to only to lock or confine the cursor because of a user’s action, such as pressing a button.”
if not, skip this part :smiley:

It is. It’s a limitation of Unity. You define the cursor in the code and that’s the cursor that’s used. You can’t change it after the code was built. Meaning you can’t create 2 or 3 cursors and give a choice to the player during runtime.
And there isn’t much EHG can do until Unity allows this to happen.

There are several threads on Unity’s forum requesting this feature, but it’s been years and nothing was done. So I wouldn’t hold my breath waiting for it.

So if it’s just a size issue, use windows settings, otherwise use Yolomouse.

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For everyone else reading this, they are talking about this property. Their quote is from that documentation page.
Cookie, no, Mike isn’t talking about the lock state function. Mike just used the term “lock” loosely, to describe that the cursor asset defined is baked into the project when it is built. They aren’t able to modify it on runtime.

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Ugh…, 2025 year and game engine doesn’t allow cursor change wtf realy. I need to go deeper, still can’t believe its totally impossible :grin:

Nobody said “totally impossible” but that they don’t have that option (right now). They might be able to build a custom solution at some point but that’s not what this is about.
Your reaction to this topic and Mike’s statement implies that you either consider the devs incompetent or dishonest. Either is extremely rude.

“And there isn’t much EHG can do until Unity allows this to happen.”

You are overreacting, chill. I am just trying to understand why it’s so hard. Unity installed already, thats my way :smiley:

It’s the way some compilers work. They store an asset when building the code which is then referenced throughout the whole project. There’s no way to change this during runtime because of the way the whole engine works which will only use the embedded asset.

To get around this, they would basically have to do the same thing as Yolomouse. Creating a sort of external tool to their program that detects the cursor and replaces it with another. But this can’t be done with Unity. It would have to be a separate tool they would use.

It took an entire controversy and PR disaster for Unity to roll their per-download payment policy back, so there’s absolutely no way they’ll make the mouse cursor better in their engine.

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Guess I’ll try out whatever Yolomouse is! lol

Thanks for the suggestion, guys.

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If you added a highlight around the outer edge of the cursor, that would help.

I think that Unity makes it impossible to programatically access the mouse cursor so EHG can’t do anything about it at all, but of course I have never used Unity so idk how the cursor’s actually handled there.

He’s saying to make the default mouse have an outline, which they CAN do. They dictate WHAT the only mouse is.

Unlovable has it right. Physically add a highlight around the graphics icon used for the cursor. i.e. it’s part of the art, not an added effect.