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Up and Coming
September 19, 2014

Mouse Active Outside of Application

I found that the mouse is still active outside of my game (in direct mode, the unity app does not go full screen, some sort of hybrid windowed mode), so from time to time I catch the top of the window frame of the game on my laptop screen and therefore disrupt head tracking.

Any idea how to avoid this happening? Of course if the app would go proper full screen I would not have that issue, but this seems like something the SDK would have to solve.
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    5 replies

    Inspiring
    September 19, 2014
    You can try the following in a script somewhere:

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

    And I think the OVRMainMenu in the current SDK already does this if you happen to be using that.
    Titans of Space PLUS for Quest is now available on DrashVR.com
    ronjartAuthor
    Up and Coming
    September 19, 2014
    I actually need the mouse to work in-game. Maybe I should try to get mouse input without using the default cursor?
    Up and Coming
    September 19, 2014
    that is the best way to go anyway, since you can then place a real 3D mousecursor into the world.
    check out my Mobile VR Jam 2015 title Guns N' Dragons
    ronjartAuthor
    Up and Coming
    September 19, 2014
    I'll give this a go. Any pointers where to get started? If I disable the cursor, do I still have access to "Input.mousePosition"? What is the best approach for a 3d cursor in the world?
    Up and Coming
    September 19, 2014
    nothing changes really - inside the app you can keep working as is. just imagine your mousecursor is now a player character that you push around with your mouse.
    you might want to change some stuff if you are casting at the mouse cursor position - but to be honest I never went beyond simple concept myself since I figured that with VR I do not need a cursor and just use "looking at things in VR" as my cursor ;)
    check out my Mobile VR Jam 2015 title Guns N' Dragons