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Won't Fix
Won't Fix in 2023.2.X
Votes
6
Found in
2020.3.46f1
2021.3.21f1
2022.2.11f1
2023.1.0b8
2023.2.0a6
Issue ID
UUM-29749
Regression
No
[Linux] Mouse Input not registered in Player Build when launched with xinit
Reproduction steps:
1. Open the attached “BugRepro” project
2. Click File > Build
3. Open Ubuntu in console mode (CTRL + ALT + F2)
4. Log in to Ubuntu user
5. Kill the Gnome Desktop Enviroment with ‘sudo service gdm stop’
6. Change the directory to the build folder
7. Start the Player with 'sudo xinit ./<build>.x86_64 -- :0'
Expected result: Moving the mouse within the Unity Player also moves the mouse pointer.
Actual result: The mouse pointer in the Unity Player does not move in response to mouse movement.
Reproducible with: 2020.3.46f1, 2021.3.21f1, 2022.2.11f1, 2023.1.0b8, 2023.2.0a6
Reproducible on: Ubuntu 22.04
Note: Touchscreen works on a Ubuntu laptop
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Resolution Note:
Thank you for bringing this issue to our attention. Unfortunately, running the Unity runtime without a Display Manager (Example: Gnome Display Manager) and/or Window Manager (Example: X11 Window Manager) is not a supported configuration.
However, we have spent sometime finding a workaround for this issue and found out calling Cursor.SetCursor method in the Start method of the Unity script will force the system to draw the cursor as well as to register the mouse clicks correctly.
Documentation to Cursor.SetCursor method: https://docs.unity3d.com/ScriptReference/Cursor.SetCursor.html
Moreover, we have tested and confirmed touch inputs works correctly once the above workaround is applied (Our display configuration was one 1080P touch screen attached to the system)
Resolution Note (2023.2.X):
Thank you for bringing this issue to our attention. Unfortunately, running the Unity runtime without a Display Manager (Example: Gnome Display Manager) and/or Window Manager (Example: X11 Window Manager) is not a supported configuration.
However, we have spent sometime finding a workaround for this issue and found out calling Cursor.SetCursor method in the Start method of the Unity script will force the system to draw the cursor as well as to register the mouse clicks correctly.
Documentation to Cursor.SetCursor method: https://docs.unity3d.com/ScriptReference/Cursor.SetCursor.html
Moreover, we have tested and confirmed touch inputs works correctly once the above workaround is applied (Our display configuration was one 1080P touch screen attached to the system)