MouseLock ignores UserInputService.MouseIconEnabled

This feature currently ignores mouselock and can be unintuitive as a result, since it can sometimes be better to remove the mouse’s appearance all together if its onscreen location isn’t being changed at all.

In my current use-case I have a first person game with some relatively hidden buttons in the corner of the screen as to not distract the player.

As known, firstpersonlocked will already share similar behavior to mouselock, however - the modal property of UI instances can alter the firstpersonlocked behavior so that you can still freely move your mouse, this isn’t the case with mouselock.

So I thought of making mouselock the more “scenic” mode where UI-presence is limited and Modal is turned off ― and the default firstpersonlock would have more UI present and modal would be turned on.

If Roblox could address this issue, altering mouselock to respect userinputservice’s mouseiconenabled feature, it would allow for more quality-of-life features for players, thus making it easier to slip into immersion.

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Dunno what happened - prior to writing this post my code for MouseIconEnabled wasnt affecting mouselock’s appearance, but now after posting this thread it does seem to affect it now, even though I didn’t change anything behind the code.

Regardless, I’m glad to see that this is already live.

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