Abstract
In point-and-click games, cursors are a large part of the user experience. Besides showing the user where the cursor pick point is, they often give the user clues as to when they are over an action object and even the type of interaction expected. If it’s done well, cursor functionality in games is taken for granted by the player. Surprisingly, there are a lot of design decisions you will have to make to achieve that level of invisibility. In this chapter, you will be confronting many of the issues and testing various solutions, as you find out how they are handled in the Unity game engine.
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© 2013 Sue Blackman
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Blackman, S. (2013). Cursor Control. In: Beginning 3D Game Development with Unity 4:. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4302-4900-9_6
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DOI: https://doi.org/10.1007/978-1-4302-4900-9_6
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Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4302-4899-6
Online ISBN: 978-1-4302-4900-9
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