Hello everyone, I would like to introduce you to my new asset. This is a simple script for integrating your animated sprites as a cursor. You can also use non-animated sprites as well.
The code itself comes with tiny code-library. So, you can call some functions from outside to make your cursors more dynamic.
Check the Demo scene for better understanding. Demo scene also have
OnHover implementations
Glow Lerp implementations
Sprite Animation that can come handy for quick tests.
This package supports both Mobile and Desktop development.
Usage of Scripts
Usage of scripts is quite easy. I will explain them step-by-step. So, have no worries. All you need to do drag-drop CursorManager.cs script to any object you like. Rest will be customized from the Editor window. Although some of them pretty straightforward, more information about script usage is explained in details in the Documentation.
Notes
Feel free to use any Demo Scripts inside the Demo Scripts folder for any purpose. I don’t recommend anyone to use Demo Sprites for Commercial purpose. Because they are coming inside the asset, they can be used by anyone which will result in bad quality for your Game/Software having a shared identical property with other Game/Software in the market.
Contact
If you have any questions – requests or bug reports, you can contact to me from cartridgegamestudio@gmail.com whenever you want. I usually check my emails so I probably will give an answer as soon as possible.
ITS OUT NOW! If you have any advice or criticism, I would be happy to listen. Thanks!
For the first question, yes it does support cursor scaling. In fact, the demo scene ( which is one in the video ) is already using that dynamically. Hover, mind, download cursors all have different sizes and I’m dynamically changing size on the fly based on the state. Obviously creating a fully functional cursor manager is totally up to you and your project.
For the second question, well I’m not doing anything specific related to that actually, It’s already compatible with that. And It’s debatable that this is an issue, to be honest, both Render Modes have pros and cons.
In the demo, I’m using Screen Space - Overlay but of course, you can change it to Screen Space - Camera. In SS-C, you need to increase sizes around 10x times though. But as long as you set everything up, it’s working fine. (For example, I set the cursor size to 10, and Canvas Order in Layer to 10 and everything worked out as exactly) Same applies for World Space too.
But this is just a barebone example, of course your project probably will be more complicated. But still, main capabilities are not so different than the native static cursor.