I’m setting a custom cursor in my game using the following code:
Cursor.SetCursor(GameManager.Instance.CursorRedDot, new Vector2(GameManager.Instance.CursorRedDot.width / 2, GameManager.Instance.CursorRedDot.height / 2), CursorMode.Auto);
CursorRedDot is a Texture2D and it’s texture type IS SET TO Cursor.
It works fine in the editor, but when I make a standalone windows build, the cursor looks like a variation of the following screenshot:
All the forum posts I’ve searched about cursor issues have talked about how the texture type needs to be set to Cursor (which I am) or that it needs to be set inside Start() or Awake() which I tried Start() and there was no difference.
Only other setting on my Texture2D is that I have “alpha is transparency” checked.
One thing to mention as well, is that if I set the CursorMode to be CursorMode.ForceSoftware, then it does work in a standalone build, but the cursor size is way bigger than it should be. So the issue seems to happen with CursorMode.Auto which is hardware driven from my understanding.
Any idea why this isn’t working? Is this a known bug? I’m using Unity 5.6.0 f3