Search Issue Tracker
Fixed in 2020.1.X
Fixed in 2019.3.X
Votes
4
Found in
2017.2.0f3
2017.4
2018.4
2019.2
2019.3
2020.1
Issue ID
978868
Regression
No
Cursor not locked within game window bounds when using CursorLockMode.Confined
How to reproduce:
1. Open "ConfinedMouseRepro" project
2. Build for standalone (make sure that "Default" scene is included)
3. Run built project in windowed mode
4. Move the cursor to the top side of the game window
Expected results: Mouse cursor should stay in game window bounds, where the game is happening.
Actual results: Mouse cursor leaves bounds and can be clicked on game window's top panel.
Reproduced with: 2017.4.36f1, 2018.4.16f1, 2019.2.19f1, 2019.3.0f6, 2020.1.0a21
Comments (1)
-
Twitwi
Jul 31, 2018 17:24
I've written about this on the forums back in 2015
https://forum.unity.com/threads/cursorlockmode-confined-is-doing-it-wrong.348954/The post has a few gifs explaining the issue and a workaround that can be used until this is fixed.
And for the record this is can also be reproduced in 2017.4.4f1
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [UWP] Mouse movement re-triggers stale <Mouse>/scroll value after the scroll wheel is used once
- "Shutdown worker was forced killed because it kept running. Worker ..." errors are thrown after building a blank HDRP project
- [UI Toolkit] USS materials in AssetBundles break due to InstanceID referencing a material that no longer exists when a Scene is loaded through Addressables for the second time
- Help button leads to a missing documentation page when clicked on a Font Import Settings in the Inspector
- Scene dependency changes do not trigger a scene re-hash during Content Archives build
Resolution Note (fix version 2019.3):
Fixed with 2019.3.8f1 (dc786b1a6d14)