My cursor rendering is currently set to Software. WebGL supports software cursors and hiding the original one. Yet in my WebGL builds I'm seeing both the "native" cursor and the software rendered one.
Is this perhaps because this wasn't supported in the old WebPlayer? If so, could you please tell me what modifications I can do to get rid of the native one?
Thanks!
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For security, WebGL has some restrictions when it comes to manipulating the system cursor:
https://docs.unity3d.com/Manual/webgl-cursorfullscreen.html
I'd suggest switching to Hardware rendering, which makes use of the system cursor directly.
I see... Are you sure cursor locking is what I'm after here though? Is that the same as just hiding the cursor?
I'd imagine they're linked, but that's for Unity to answer.