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Mouse remains a spinning wheel untill user ALT+TABS back&forth into game

Discussion in 'Windows' started by MikeHergaarden, Nov 26, 2020.

  1. MikeHergaarden

    MikeHergaarden

    Joined:
    Mar 9, 2008
    Posts:
    1,027
    As soon as our game boots the mouse remains a spinning wheel forever.
    Whether we show/hide or lock the cursor via the Cursor.* API does not make any difference.
    The only workaround that correct the mouse to normal state is for the user to ALT+TAB back&forth once.

    Even building an empty scene has this same issue.
    Anyone know of this issue, possible code workarounds?

    Unity: 2019.4.14f1 (already an issue since 2019.2 and earlier)
     
  2. MikeHergaarden

    MikeHergaarden

    Joined:
    Mar 9, 2008
    Posts:
    1,027
    Found the cause:
    An empty project with the new input manager enabled has this issue.
    Switching to the old input manager does not have any issue.
     
  3. timke

    timke

    Joined:
    Nov 30, 2017
    Posts:
    407
    Hey,

    I think you may be hitting this issue: https://issuetracker.unity3d.com/is...ins-focus-when-building-without-splash-screen

    This bug was fixed for 2020.2, but at this time we decided not to backport it. The fix changes critical code paths in the Win32 message pump (high risk), but the bug itself is merely cosmetic.

    If the bug is significantly impacting your app experience, please let us know and we can reconsider the backport.
     
    Zapray likes this.
  4. MikeHergaarden

    MikeHergaarden

    Joined:
    Mar 9, 2008
    Posts:
    1,027
    Thanks for clarifying that. It is an important issue as customers experience this as a (performance) bug and is immediately in their face.

    I don't understand why Unity doesn't fix stable (LTS) versions instead of hiding fixes in alphas/betas that we cannot use for months yet to come.
     
  5. timke

    timke

    Joined:
    Nov 30, 2017
    Posts:
    407
    Thank you for posting your complaint, this provides clarity for this particular bug.
    Let me explain:

    The development process is for all changes (including bug fixes) to occur in "trunk", which always points to the next release. Once fixes successfully land in trunk, and thereby passed basic quality checks, they can then be backported to current and LTS release branches.

    We don't always backport bug fixes, because any change carries risk of regression, and so we must weight the risk-benefit. Oftentimes the decision is clear but in some cases (as with this one) it's not; the change is quite risky but we don't really know what benefit (if any) the fix has. That is, is this seemingly cosmetic issue really worth the potential regression risk?

    You've provided the information we need: Yes it is a big deal because users perceive it as poor performance. So, I'll proceed to schedule backports to (at least) 2019 LTS.
     
  6. Ruuubick

    Ruuubick

    Joined:
    Apr 20, 2014
    Posts:
    17
    This issue is still ongoing in Unity 2019.4.29f1
     
  7. timke

    timke

    Joined:
    Nov 30, 2017
    Posts:
    407
    @Ruuubick

    The original case was confirmed fixed in 2019.4.19f1 and closed, but if you're still encountering the problem maybe there's another bug causing similar behavior (or possibly a regression :()


    Will you please file another bug?
    Thanks.