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Fixed
Fixed in 6000.2.1f1, 6000.3.0a5
Votes
0
Found in
6000.2.0b9
6000.3.0a3
Issue ID
UUM-111925
Regression
Yes
CursorMode.ForceSoftware displays both in-game and OS level cursors when the cursor is dragged out and brought back to the Standalone Build and the Project is using the New Input System
How to reproduce:
1. Open the project “IN-104135_CursorBug”
2. Open the Scene, Project → Assets → Scenes → SampleScene.scene
3. File → Run and Build
4. In the Standalone Build, tab out, click anywhere, tab back in into the Standalone Build (sometimes takes more than one try)
5. Observe the Mouse Cursor in the Standalone Build
Expected result: Only the textured, custom in-game mouse is visible
Actual result: Both mouse pointers are visible, one from the script and the other from the operating system
Reproducible with: 1.13.1 (6000.2.0a2), 1.14.0 (6000.2.0b5)
Not reproducible with: 1.13.1 (6000.2.0a1), 1.14.0 (6000.1.7f1)
Could not test with: 1.14.0 (6000.2.0a1, 6000.2.0a2) {}({}InputSystemUIInputModel.cs errors), 1.X.X (2022.3.63f1, 6000.0.51f1 6000.1.0a2{}){} (Cursor is frozen when using {{{}.ForceSoftware, on MacOS seems to not appear at all{}}})
Reproducible on: Windows 11
Not reproducible on: MacOS 12 (M1)
Notes:
- The issue is present whenever the Cursor is outside the Standalone Build whether it is tabbing out, moving to a different screen, moving outside a windowed Build
- The regression is in the Editor, not in the Package
- Sometimes clicking outside is not necessary to reproduce the issue
- Could not test other versions (older than 6000.1.0a3) due to a previous issue with {{CursorMode.ForceSoftware}} Unity Issue Tracker - Cursor is frozen in the Game view when the "Input System Package (New)" input handling is used and "UnityEngine.CursorMode" is set to "ForceSoftware"
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