lockCursor = true showCursor = true?

Is it possible to lock the cursor via lockCursor but also show it? We definitely need to lock the cursor in Splume–players often click outside of the window.

I tried this just back-to-back:

Screen.lockCursor = true;
Screen.showCursor = true;

But the cursor remains invisible.

I do realize we could draw our own mouse cursor in-game, but this means the visible movement of the cursor will be limited by the game frame rate, and that can feel sluggish.

lockCursor is great for first-person shooters and other games where the absolute mouse position no longer matters, but it would be useful to simply cage the visible mouse cursor too…

It doesn’t seem like this is possible currently, at least not using some simple combination of flags as suggested. From the docs:

In fact, when lockCursor is enabled, Input.mousePosition will always be the center of the game screen, so it isn’t really suitable for anything that needs a cursor or uses Input.mousePosition, anyway. Mouse movement is still obtainable when the cursor is locked, but only through Input.GetAxis(“Mouse X”), etc it seems.

You’ll have to use lockCursor then some custom cursor display of your own as once you lock it you lose it…

I was about to say that the the mouse appears to move still, but then I realized it was probably Synergy doing it. Never mind!

Tom: That’s what I’m going to try next. It isn’t ideal, though. The web player is locked at 50fps, so at best your cursor will update at that speed. In a slower case, say 20fps, the game itself may be acceptable but 20fps mouse movement is very perceptible.