- Create custom mouse pointer how to#
- Create custom mouse pointer 32 bit#
- Create custom mouse pointer full#
- Create custom mouse pointer code#
- Create custom mouse pointer windows#
The size and shape of the reticule can be modified, even at run time if you needed it to, which would allow users to custom their own cursor experience. My example does not draw a circular reticule at the intersection, but The only visible part of the form is the image of the crosshairs, which can be easily customized and adapted to any size. The form is the size of the control that it serves. An external form is much faster and way smoother than trying to draw on top of your image.
Create custom mouse pointer code#
And, yes, my code does create a miniature transparent form. Let's talk about MVVM: Please mark post as helpfull and answers respectively. Wich is propably what Ruedog2 linked too. ico and manually drawing seems the best solution. Using a combination of a mostly-transparent layer in front of the picture, mouse hover, an empty. And as you likely do not want the cursor's circle to expand outside of the image, the total goal The lines beyond that are clearly outside what Mouse Cursor covers. The mousecursor itself can only take care of the circle and the cross inside the circle. There is also some extra info (like where the "middle point" is - for your example it should A image with transparance with a size not bigger then 256x256 pixel - that is what a mouse cursor is. If your cursor disappears between scenes, it’s probably because the game object your Custom Mouse Cursor script is attached was destroyed when you went between scenes.What you showed there goes far beyond just a cursor.
ForceSoftware will always try and force your custom mouse cursor, but it leaves you with no back up if something goes wrong. Auto means it will try and use your custom mouse cursor, but if it can’t, it will switch back to the systems default mouse cursor.
Create custom mouse pointer 32 bit#
I am not entirely sure why but having the Format as RGBA 32 bit is the way that Unity seems to prefer it. Using Point (no filter) also helps achieve crisp 2D images, especially for pixel art. Using Clamp I believe helps the image to remain crisp and not blur or get weird visual glitches. The most important part is having the Cursor texture type. Once you have your final cursor image, just put it inside your Assets folder in Unity, then click on the image and set it’s import settings as follows: If you use Windowed mode or a smaller resolution, it will look less nice.
Create custom mouse pointer full#
Below is what the 48×48 cursor looks like inside Unity:ĭon’t ask me why Unity does something so bizarre, it simply does and I haven’t yet found a way around it, but it will look fine in the build if it’s full screen. The above screenshot is from an actual build in full HD. Try experimenting with a few different sizes if you’re not sure, like: 32×32, 48×48, and maybe 24×24.īear in mind, though, that the cursor can look quite different when testing inside Unity. You can see from the above screenshot how a 48×48 pixel mouse cursor looks in a game at HD resolution. The end result in Puzzledorflooks like below: However, I increase all of the graphics by 4x when I export, making the cursor 48×48 pixels on screen.
The game I recently made, Puzzledorf, uses 12×12 pixel sprites, so I made the custom mouse cursor at the same size.
Create custom mouse pointer windows#
According to some quick research, the Windows cursor seems to typically be either 32×32 pixels or 48×48 pixels. I recommend saving it as a PNG, or otherwise JPEG. The first thing you need is a custom mouse texture.
Create custom mouse pointer how to#
This is a quick guide on how to make a 2D, custom mouse cursor in Unity, from making the texture, getting it into Unity, and then actually using it in your game.