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Description
Tested versions
- Reproducible in: v4.3.stable.steam [77dcf97]
System information
Godot v4.3.stable (77dcf97) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 Ti (NVIDIA; 32.0.15.7216) - Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz (8 Threads)
Issue description
I wanted to have a custom mouse cursor in my game, and after googling for a solution, I came across this docs page: Customizing the mouse cursor.
I eventually ended up with this script:
extends Node
const TIP_LOC = Vector2(11, 6)
var cursor = load("res://sprites/cursor.png")
var cursor_click = load("res://sprites/cursor_click.png")
func _ready():
Input.set_custom_mouse_cursor(cursor, Input.CURSOR_ARROW, TIP_LOC)
func _process(_delta: float) -> void:
if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
Input.set_custom_mouse_cursor(cursor_click, Input.CURSOR_ARROW, TIP_LOC)
else:
Input.set_custom_mouse_cursor(cursor, Input.CURSOR_ARROW, TIP_LOC)I include it in any scene I want my custom cursor to be in (which is all of the playable scenes really).
This works well enough in the editor and on desktop (Windows) builds, I haven't noticed anything out of the ordinary.
However, after exporting the game to a web build (single-threaded, not sure if that matters here) and uploading that to itch.io, I noticed a rather jarring effect:
The custom mouse cursor flickers back and forth, changing to the system's default one.
Steps to reproduce
- Copy the code sample from above
- Attach it to a node
- Put the node in a playable scene
- Export to web
Minimal reproduction project (MRP)
Don't really have an MRP, but the game I noticed the issue on is up and running here: https://chubercik.itch.io/bubble-tea-spree.
The game itself is also open-source: https://github.com/Chubercik/bubble.
It was made for a game jam, so expect hacky code and sub-par composition practices.
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