AC 1.62.4, Unity 2017.4.1, UFPS 1.7.2:
I don't recall having this issue in previous builds. When choosing a dedicated Cutscene cursor in AC (a non-animated hourglass in my case), the system cursor appears along with it in cutscenes, and even on loading screens. This is OK if it would only happen in the editor, but it happens in standalone builds.
"Hide system cursor" is checked in AC though.
Comments
Was this OK in previous AC versions, or previous Unity versions? Nothing was recently changed regarding the display of cursors. What platform are you working on / building to?
I shall attempt a recreation, however, the system cursor appearing is a common issue I've found with Unity builds in general. It's recommended to rely on Hardware cursor rendering if you can, so that the game cursor is the same as the system cursor.
I'm building to Windows Standalone. Unity is also Win64 version.
I'm not sure if it happened in previous versions. But now it's conspicuous enough to note.
https://imgur.com/FL37wph
https://imgur.com/F56qjA3
https://imgur.com/yENNmMF
https://imgur.com/tKwXFgw
https://imgur.com/Ilyt5Uq
In the meantime, only Hardware cursor seems to be the reliable fix?
Running the 3D Demo game with your Cursor and Settings Managers would be an easy first step. Place Tin Pot into the scene so that he overrides your own prefab, and disable the OnStart cutscene. You if you can move in first person up to e.g. the Door and trigger the Interaction with the cursor appearing, we can likely rule out UFPS being the cause.
In the meantime, only Hardware cursor seems to be the reliable fix?
I'd recommend backup the project up first, but yes.
And indeed, the system cursor doesn't show during the initial Cutscene.
But in my AC+UFPS project, the problem persists.