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The cursor is still appearing in the Pause and Inventory menus

Hey Chris,
My game doesn't use Cursor and I disabled it in AC settings https://prnt.sc/Rkw156RrdNuh however, the cursor always appears during the Pause and Inventory menus. I used Player: Constrain to disable it, but it still shows up during those menus.
P.S. I'm using the latest AC version

Comments

  • Do your Inventory menus pause the game?

    If your game doesn't rely on the cursor at all, be sure to check all the Directly navigate when paused? etc options in the Menu Manager. Otherwise, it will assume that it needs to be visible during these times.

  • Yes, my inventory menu pause the game https://prnt.sc/LgM8VIkKUuIb
    Directly navigate when paused? is already ticked https://prnt.sc/WMUaWriS1Kjv

    I'm having another inventory issue, if I keep "Pauses game" option ticked off, inventory items won't work when selected.

  • I unchecked "Pauses game" and set the action to constrain the player's movement, and it worked. However, now my inventory requires me to press E twice to use items.

    Before, when "Pauses game" was checked, I only needed to press E once, and it worked properly.

  • Which cursor are you talking about - the system cursor?

    Uncheck Always show system cursor in Editor? - or does this occur in builds as well?

    Share your Settings Manager - is your Input method set to Keyboard Or Controller?

  • Yes, I'm referring to the the system cursor and it does this occur in builds as well. My Input method is Keyboard Or Controller https://prnt.sc/wSrqalr1JH34

  • Update: I used Engine: Manage systems and disabled the Cursor and it seems to be working in the game. However, the issue is still occur in builds.

  • Update 2: Using Engine: Manage systems to disable the Cursor will disable all the hotspots in the scene as well.

  • Is this a case of pressing Escape to bring up the pause menu? Or do you have any other assets installed that may affect the cursor's visibility?

    The only place in AC's code-base that will show the cursor is the bottom of the PlayerCursor script's SetCursorVisibility function. Place the following at the end of it:

    if (state) Debug.Log ("Show cursor");
    

    That should log to the Console if AC is turning the cursor on. At what point does it show, and what is its full stacktrace?

  • Two menus are affected by the mouse cursor: the Pause menu (activated by pressing Esc) and the Inventory menu.

    • I don't see the cursor on screen at all. However, when I move it randomly, I can tell it's active because it highlights UI elements and interacts with them when clicked.

    • The cursor appears to work in some scenes but not in others.

      I integrated your debug log into the PlayerCursor script, and here are the results. https://prnt.sc/XAeFrJZt95_o

  • What is the log's stacktrace?

  • I figured out the problem. The prefab CG image I created for my Timeline had a Unity UI Event System, which interfered with the cursor controls. After deleting it, the issue was resolved. Thank you, Chris

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