Hello fellow Unity devs! I am working on a immersive UI system for a first person game which displays as much UI elements as possible on in-game computer screens. Obviously the mouse controls looking around, and therefore i'd like to use the center of the screen as mouse cursor for the UI elements when the player stands in front of a screen with a world space canvas. Sadly this seems impossible, according to a official unity post: "[...] Thus we have removed the interactability of a locked cursor with the UI. To simulate this behavor you would need to derive from StandaloneInputModule and override the GetMousePointerEventData function to force the position to anything you want. [...]" Source: https://forum.unity.com/threads/world-gui-locked-cursor-doesnt-work-anymore.418363/ There are a few workarounds including in the statement above, but they all don't seem to be an option, because simulating the mouse cursor position by setting it manually in a custom InputModule is only a very small part of the issues. I need standard UI event system behaviors, e.g. Drag&Drop-, PointerIn-, PointerExit-, ... events. Am I missing something or is this just impossible - unless I rewrite the whole UI system?