The image bellow is how it looks, actual size, at 1920x1080 resolution.
Maybe I need to set the game resolution in unity somewhere?
How can I fix this? Thank You
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If you're using Software cursor rendering (set at the top of the Cursor Manager), then each cursor's size can be set within the Cursor Manager.
For Hotspot cursors, lower the "Size" field in the "Hotspot cursor" panel.
found it thanks
don't know how I missed that.
any advantage for having software or hardware cursor?
"Hardware" uses the system's cursor, so in theory it'll be more responsive than "Software", which relies on a separate texture that follows the cursor.
The more advanced option is "Unity UI", which relies on a Raw Image component to render the cursor in a Canvas. This is more complex to set up, but is the most flexible and also allows for animated effects.
I'm trying to use exclusively the new input system and everything works fine except when using the "Unity UI" option in the cursor menu
I get this error because inside UnityUICursor script there is this line if (Input.GetMouseButtonDown (0))
AC.UnityUICursor.Update () (at Assets/AdventureCreator/Scripts/Menu/UnityUICursor.cs:85)
is this something that we could fix?
As I have it now the software mode works fine but that animated cursor option could be interesting to have
just to clarify further I've selected the animated cursor option in the wizard
so let me see if i understood this correctly, when using the animated cursor I need to create cursor animations and animator setup to also show the Talk, Gear or magnifying glass icons? because those will not be show automatically like they do in the not animated CursorUI prefab?
I've created a default new project with the old input system and the CursorUi with the animator will not switch to the cursors set up in the Cursor panel. but the NOT animated CursorUI will switch to those cursors (for example showing two cursros side by side). Not sure if this is a bug or how it needs to be.
Getting back to the error about UnityEngine.Input I've opened the script
UnityUICursor and I've replaced the line
to
which fixed the error for now and the animated cursor works inside the project that has the new input system with the old one disabled.
Thanks for the report. To have this work for both old and new Input systems, replace the line with:
The Unity UI Cursor's appearance can be updated in two ways - either separately, or together, based on what fields you assign in its Inspector.
If the Cursor RawImage field is assigned, then AC will update this RawImage's texture to that assigned in the Cursor Manager automatically. Assigning only this, and the RectTransform to position, would cause the cursor to essentially act identically to "Software" mode - with AC settings its graphic by itself.
If, however, you also/instead assign the Animator field, then you can have AC update a series of Animator parameter values based on the cursor's current state - "use icon" ID, etc.
The Animated Cursor template uses this latter approach only, giving full control to the Animator. The default Unity UI Cursor, however, only uses the RawImage approach - making it much quicker to get started with.