I’ve noticed that the scrolling frame now automatically scrolls if the virtual cursor is near the edge of the scrolling frame. It would be great if we had the option to disable this automatic scrolling for certain ScrollingFrames, since it can be sort of annoying in certain cases such as this one:
This is a really nice tool! I have a couple requests for this to be perfect though:
-Ability to activate the cursor on a player. I don’t want the player to be able to bring up the cursor while they’re playing, only when they’re in a menu. Instead of having the player bring it up, it would be great if we could bring the cursor up when needed and put it away when done.
- Change the cursor icon (or at least make the default icon smaller). It’s a bit large compared to the full size of the screen.
Hey! Virtual cursor APIs, like what you’re describing, are currently being worked on. I’ll post an update when they’re released.
As for your second point, at this time there are no plans to be able to customize the cursor.
Feel free to reach out with any other issues you run into when using virtual cursor!
Hi, not sure if this is already a feature but is there a way for me to force the Virtual Cursor on screen rather than relying on the Player to click a button on their gamepad?
I have already hard coded my own Console Support into my game but I need this Virtual Cursor for my Christmas Advent Calendar event. Once they enter the Advent Calendar I want the Cursor to appear on the screen rather than needing to click an additional button once they’ve entered.
UPDATE
I found a property within GamepadService called GamepadCursorEnabled. I tried to use this but I was lacking permission so I am lead to believe that this feature is not yet possible. Thanks!
Are there any updates on this? I made a feature request for this a while back, but there has been no word since.
Why are all the methods to force enable the gamepad cursor turned off? I see all the necessary API sitting in the core scripts running happily, but I’m not able to access them. Relying on players to understand that they have to hit the Select button is terrible UX, and it’s keeping me from fully committing to this feature.
Hey! Virtual Cursor APIs are just about ready to go! They should be turned on soon, expect to see a new forum announcement when they go live.
Now that’s some freaky timing, thanks for the help!
Yeah maybe we know that on something with think but we will add this some new let me from Roblox I think so
Hey! Just as an update, Virtual Cursor APIs are now live! Check them out here: Gamepad Virtual Cursor: APIs
Does the cursor fire MouseButton1Down
?
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