Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by xamomax · Jul 23, 2016 at 06:38 AM · inputmousepositioninput.mouseposition

Input.mousePosition only detects motion outside of window if I move really slow.

If I add this code to Update()

 Debug.Log(Input.mousePosition);

I can see Mouse Positions in my debug log update nicely when my mouse cursor is over my game display.

If I very slowly move my mouse outside of the game view (say by moving the mouse at less than 1/2 an inch per second), then Input.mousePosition updates nicely, and still gives me valid information when the cursor is outside of the window.

If I move the mouse cursor outside of my game view at a normal mouse speed, then Input.mousePosition stops telling me where the mouse cursor actually is, and instead returns where it last was the last time it was over the game window.

I need to know the actual mouse position when the mouse is outside of the game viewport (so that I can detect if I am inside the viewport or not), and this behaviour is preventing that.

What is the proper reliable way to get the mouse position regardless of where the mouse cursor is? Perhaps this odd behaviour of Input.mouseposition is a bug?

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image xamomax · Jul 22, 2016 at 09:21 PM 0
Share

Some more information: This behavior is running under WIndows 10. If I run the exact same script in $$anonymous$$ac OS X, then it behaves like I would expect it should, where mouse movements outside of the windows do update and refresh, regardless of mouse movement speed.

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by xamomax · Aug 02, 2016 at 12:02 PM

For the benefit of others: This turned out to be a bug in Unity that was fixed in a beta as of a few days ago.

It is worth also noting that the correct behavior of Input.mouseposition is that it does not return updates when the mouse is outside of the window for stand-alone applications, but it will return values outside of the window when in the Unity editor itself (kind of weird imho, but that is how it is, I guess).

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Mouse moves over GUI 1 Answer

Input.mousePosition incorrect on second monitor 0 Answers

How do I use controller knob input like mouse position? (New Input System) 1 Answer

Help In Making a SphereCast for 3D Tire! Working RayCast Script included! 0 Answers

How do I rotate an object using Vector2 inputs? (New Input System) 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges