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By Design
By Design in 6000.4.X
Votes
1
Found in
6000.0.57f1
6000.1.16f1
6000.2.7f1
6000.3.0b4
6000.4.0a1
Issue ID
UUM-120735
Regression
No
Cursor is blurry when using exactly sized cursor texture in the 'Default Cursor' field
Reproduction steps:
1. Open the attached “IN-114472_Repro“ archived project
2. Open the Project Settings window from the Menu Bar (Edit > Project Settings)
3. Go to the Player tab and set the 'Default Cursor' field to the “Assets/Cursors/cursor_32.png“ Cursor
4. Enter the Play Mode and observe the Cursor in the Game View
5. Exit the Play Mode
6. Go to the Player tab and set the 'Default Cursor' field to the “Assets/Cursors/cursor_64.png“ Cursor
7. Enter the Play Mode and observe the Cursor in the Game View
Expected result: The cursor should accurately reflect the selected 'Default Cursor' in the Project Settings
Actual result: A 32 px cursor appears too large; selecting a 64 px cursor increases sharpness but not the on-screen size
Reproducible with: 6000.0.57f1, 6000.1.16f1, 6000.2.7f1, 6000.3.0b4, 6000.4.0a1
Reproducible on: Windows 10 (Tested by CQA), Windows 11 (Reported by user)
Not reproducible on: M1 Max MacOS 15.5 (Tested by CQA)
Notes:
- On Windows, assigning one of your 32×32 cursors as the 'Default cursor' causes the cursor to appear enlarged at native resolution. Switching to 48×48 or 64×64 only changes the sharpness (blur) rather than the on-screen size, which suggests the earlier cursors were being stretched and not shown at a true scale;
- On macOS, cursors render as expected: crisp, 1:1, with accurate dimensions and resolution.
Comments (3)
-
Tautvydas-Zilys
Dec 05, 2025 00:01
Hey @huulong, thanks for this extra context!
-
LilGames
Dec 04, 2025 23:55
Do you have mip-mapping enabled? If so, turn it off.
-
huulong
Oct 01, 2025 14:26
So my original issue title was “Using 32x32 texture shows 32x32 cursor blurry (independently of filtering) although it should be 1:1” so I'm just re-adding those key words (also "blur") so that users can find this issue more easily.
The Actual result "Cursor is too large when a 32px cursor is selected" is not exact, in that what happens is that the cursor defined with 32x32 texture will appear at 32x32 indeed but blurry for some reason. The rest is correct, using a 64x64 texture will make it sharper but there is no reason why you'd need a double upscale to get that result.
The "big cursor" issue is something else and happens if you reduce the game window size: the cursor will look too big *relatively* to the window size: it will keep the same size no matter what (like a normal system cursor) and that can look weird on some resolutions (a non-hi-dpi 1440p monitor fullscreen game will show a cursor relatively smaller than on 1080p for which a 32x32 cursor is generally drawn - a windowed game at 1280x720p will show a relatively big cursor).
But that’s another issue, for this Unity would need to provide an option to scale cursor proportionally to game window dimension using a reference (e.g. 1080p), and/or an API to freely scale the cursor at any wanted dimension / scale factor.
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Resolution Note:
We’ve investigated this behaviour and confirmed that on Windows the cursor is intentionally scaled according to the operating system’s cursor size and accessibility settings, which is why changing from a 32px to a 64px texture mainly affects sharpness rather than physical size. While this differs from how cursors behave on macOS, we’ve decided to keep the current Windows behaviour to continue respecting system-level accessibility preferences.
More specifically, on high DPI displays (for example, 4K monitors) Windows will automatically set a scaling of 200%, which means that the cursor size will be increased by the OS on screen to 64x64 pixels. Unity respects the Windows cursor size and will set any cursor image to be rendered according to the system settings. If the default cursor image set in the project settings is too low resolution, this may result in the cursor looking "blurry", as it will mean a low resolution image might be stretched out over a bigger area in the screen. Filtering will not improve that as it will still be a lower resolution image being displayed over a bigger area.
Looking at the provided sample project and the reproduction videos, the smaller cursor image is actually 24x24, not 32x32, which will make it even blurrier, even when the scaling factor is set to 100%.
If you want the cursor to look crisp depending on the resolution & scaling factor, one potential solution is to have multiple cursor textures sizes in your project and switching between them.
Resolution Note (6000.4.X):
We’ve investigated this behaviour and confirmed that on Windows the cursor is intentionally scaled according to the operating system’s cursor size and accessibility settings, which is why changing from a 32px to a 64px texture mainly affects sharpness rather than physical size. While this differs from how cursors behave on macOS, we’ve decided to keep the current Windows behaviour to continue respecting system-level accessibility preferences.
More specifically, on high DPI displays (for example, 4K monitors) Windows will automatically set a scaling of 200%, which means that the cursor size will be increased by the OS on screen to 64x64 pixels. Unity respects the Windows cursor size and will set any cursor image to be rendered according to the system settings. If the default cursor image set in the project settings is too low resolution, this may result in the cursor looking "blurry", as it will mean a low resolution image might be stretched out over a bigger area in the screen. Filtering will not improve that as it will still be a lower resolution image being displayed over a bigger area.
Looking at the provided sample project and the reproduction videos, the smaller cursor image is actually 24x24, not 32x32, which will make it even blurrier, even when the scaling factor is set to 100%.
If you want the cursor to look crisp depending on the resolution & scaling factor, one potential solution is to have multiple cursor textures sizes in your project and switching between them.