Gamepad Virtual Cursor - Studio Beta

Extremely good job! I have a question.
Can we change the size of the cursor, if we need it small or big?
Thank you. :smile:

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I gave this beta feature a test ride in our games - we have built multiple games that are Xbox Featured and therefore have manual implementation for a good Xbox experience. In my tests I did not notice any regressions, so this seems like it will be a great change.

Unable to scroll up or down in scrolling frames (we are considering the use of the d-pad for this, when a scrolling frame is highlighted)

My advice would be to use the right thumbstick as you currently do in the “old system”.

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This is a great feature. Being a new Dev i was a little bit worried about implementing game pad controls myself, but this is definitely better. I can focus on game mechanics and other features.

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A question will this work for mobile and xbox. Other wise this a great advancement

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Awesome! I can’t believe this feature was added! It will make it a lot easier when I’m on controller!

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THANK YOU! It has been a struggle to play games such as Retail Tycoon 2 (which is in beta) with a gamepad but now you have fixed this issue. Will definitely help on games that I and other people have worked on.

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Yes, I use a Nintendo Switch Pro Controller and it’s perfectly fine. If it doesn’t work, I believe people have made tutorials that uses Steam Controller Input to fix the issues.

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This will be so useful.
A few times I have considered making a game menu where the buttons and such are placed on billboards so you have a 3D menu in first person you can look around in or such but then figured that this would only work for PC users.
So this feature is literally a life saver and now I can finally make these kinds of menus.

Edit: before I just make the assumption, does this actually work with billboard GUIs too? I really hope so.

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Excellent! This will allow for better compatibility with console devices.

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THANK YOU SO MUCH!
I used Xbox myself and it was a pain in some games having to constantly move my joycon around just to get my selector thing to a GUI. Glad there’s a fix for this.

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Is this implemented on the Xbox itself yet?

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Will the previous GUI selection system still be in place? It still is useful and fast if it works.

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You can in fact use a PS4 controller by using Bluetooth or connecting it to your computer via USB and using a 3rd party program called DS4 which basically maps your controller to be an Xbox controller.

You are also able to use the touchpad at the top of it like a normal mouse already fyi

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Thanks been waiting for a long time for a feature like this to be added! Hopefully this will fix the issues with gamepad and gui interaction for gamepad users!

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Will it be possible to customize the icon and stuff?

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They did say they will allow that option in a further update with this.

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This feature is really good! Just wondering, is it not live yet for players to test? I have it enabled in my Studio Beta feature and it works fine in studio Play Test mode. However; when I actually play the game through ROBLOX Player, I get the old wonky UI selection feature.

or is it just me…?

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It’s currently in “Studio Beta” so there currently testing within studio only and won’t be added till it’s out of beta.

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Question - are you using proximity prompts at all? We added the ability to customize them yet we don’t see any developers actually customizing them in their games. Generally we need to prioritize the work we do, and it isn’t clear how often the cursor customization would actually be done.

Are either of you using a customized mouse cursor in your games?

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I can’t really say for other developers but myself I use the customization all I can with proximity prompts. Every time I use them for each of my projects they contain a new style

Example 1 - https://gyazo.com/708e524316a2fa72b4c7327119158e25
I used the proximity prompts feature for handling the core half of the interaction system then I used the Custom style mixed with a bit of checking for duplicates to add to the table of interactions on that interaction.

Example 2 - https://gyazo.com/ada8a7568951d0660eaa2ee7682a9ec8
I made a custom UI here as well. UI behind it is fairly bad and could use improvements but this was one of the first times I made it.

Example 3 - https://gyazo.com/21e985c2746c728ff2ddbe30dcc4c77e
This is for one of my current projects same UI as an example two but refurnished the coding half.

Example 4 - https://gyazo.com/8b530e015427724ba2ffaa0beb1c83ab
I’m working on a side project for a prison group and the interaction system is also using Proximity Prompts with custom UI.

You may not see developers customizing their prompts cause they are either not sure how to or they’ve made their own interaction system. I spent maybe a week learning the events and understanding of the ProximityPromptsService just to allow for more advanced UI.

And on Example 3 that game supports all platforms, Consoles, PC, Mobile, Tablet and with the UI being mostly white and customizable through the users UIColor settings It does help us developers Improve the quality of our games through using these systems. Like the ACM menu I love the ability to customize every aspect of our game Including core UI. And sadly the ACM menu wasn’t supported with recent updates such as UICorner or UIGradient neither was the UI inside the PlayerGui for better customization.

And for the

Are either of you using a customized mouse cursor in your games?

I actually disliked the default shift-lock Icon so I dug into Roblox Images and found another and ended up replacing that with a + like symbol as well changing the Keybind to CTRL instead of Shift to allow a shift function.
https://gyazo.com/266a3a9f1301bd2014abc8249f38ed98

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