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Fixed in 2021.2.X

Fixed in 2019.4.X, 2020.3.X, 2021.1.X

Votes

23

Found in

2018.4

2020.1.3f1

2020.2

Issue ID

1273522

Regression

No

The Cursor is visible when Cursor.visible is set to false and new InputSystem package is used

Windows

-

How to reproduce:
1. Open attached "case_1273522.zip" project and SampleScene scene
2. Enter the Play mode
3. Keep the Cursor above the Game view until the Play mode starts
4. Hover with the mouse on the Game view

Expected result: Cursor is not visible
Actual result: Cursor is visible

Reproducible with: 2018.4.27f1, 2019.4.9f1, 2020.1.4f1, 2020.2.0b1 (InputSystem 0.1.2-preview - 1.1.0-preview.1)

Notes:
1. The "Cursor.visible = false" does not work only if entering the Play Mode while the mouse is not in the Game view
2. Only happens when the Active Input Handler setting is set to "Input System Package", setting it to "Both" fixes the issue

  1. Resolution Note (fix version 2021.2):

    Fixed in: 2021.2.0a6

  2. Resolution Note (fix version 2021.1):

    Fixed in: 2021.1.0b9

  3. Resolution Note (fix version 2020.3):

    Fixed in: 2020.3.0f1

  4. Resolution Note (fix version 2019.4):

    Fixed in: 2019.4.30f1

Comments (5)

  1. arminiuskielpecache

    Dec 17, 2021 03:44

    This still persists in 2020.1.17f1, but the notes said its fixed in 2020.1.

  2. arminiuskielpecache

    Feb 28, 2021 09:50

    Hello. it is also found in 2019.4.12f1 which I am using right now also using input system.

  3. DrSeltsam

    Oct 21, 2020 00:52

    Actually it looks like cursor visibility does not always work in builds. If the game runs in windowed mode, the cursor sometimes still stays visible when starting the game (same behaviour as described above). Using Unity 2020.1.9f1 (but this also happened with all previous 2020.1 versions).

    Haven't tried using "Both" Input Handler in builds yet (but of course that's no viable solution).

  4. lucasvarney96

    Sep 09, 2020 01:58

    I'm getting the same problem on 2020.1.4f1.

  5. HunterAhlquist

    Sep 08, 2020 19:24

    Thanks for the workaround in note no. 2, I would like to add that sometimes it starts to work again with unknown conditions, then returns to being visible. Additionally, cursor visibility always works as it should in builds.

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