Draw your mouse cursor in a Node2D, move it to your mouse position and hide the real mouse cursor.
Yes, that’s how I did in Godot 2.1.X. but in 3.0 I faced the fact that it negatively affects the “response” of the interface. For example, pressing the button is processed with 10-20 attempts!
How do you position the cursor? In what method?
DimitriyPS | 2018-02-06 12:53
> For example, pressing the button is processed with 10-20 attempts!
Could you please share a sample project where you get this behaviour?
> How do you position the cursor? In what method?
The _input(event)-method of the root node should be fine. Asking for the InputEventMouseMotion and then set the Node2Ds position with Viewport.get_mouse_position() (see here).
rolfpancake | 2018-02-06 13:17
I found the cause. No, it works right.
I inherited the “Control” node. After exporting to Godot 3.0, you had to set the parameter: “mouse.filter=Ignore”. This was not a brakingon the interface. The reason is that my cursor overlapped the control below.
DimitriyPS | 2018-02-07 12:29
have you had problem with the cursors movement? because I want to do the same thing but when I go into fullscreen the game updates only 60 per second and the mouse cursor lags behind
k4sma | 2018-04-28 22:17
Yes, there is a slight backlog of the sprite from the operating system cursor. But since the operating system cursor is hidden - it’s not visible. This does not have a significant effect on the use of interfaces in game.