Mouse Pointer bug

I found a bug on the latest version of Unity (I don’t know if it was present on earlier versions) regarding Cursor.lockState = CursorLockMode.Locked;

When changing the state to “locked” Unity automatically hides the mouse pointer. I don’t want the pointer to be invisible so I set Cursor.visible = true; Unfortunately, it didn’t work because it turned out somewhere in the Engine it has been set that if the mode is “locked” the cursor should be invisible. At least that’s what I’m assuming happened because the only way for it to work was to set visibility to true in the update function. That is to say that I set it to true every frame and it still flickered from time to time, proving that it is constantly set to true and then false. Please someone patch this, especially since binding two functions should only be done if they always go together, but these two specifically don’t

I tried to circumvent the problem by placing a UI image in the center of the screen when the cursor is locked, but then arises the problem that the UI screen center and cursor locked center don’t match - when the screen is smaller the cursor is below the UI center, when the screen is bigger, the cursor is above the UI center (and yes, I’ve set the canvas to scale with the screen size & set the image anchors correctly).

Have you filed a bug report? What’s the number?