I’ve got an outer space view and multiple objects over which the center-screen crosshairs can pass. Hovering over them with the mouse pointer is no problem, but I really want to treat the crosshairs as a kind of spaceship targeting system. Meaning, I like the option to use the mouse pointer, but also want to be able to use no mouse at all in some cases. So, right now, as soon as I move the mouse pointer over any of the actor/objects floating around in space, I get exactly what I’m after: the desired meshes change texture/color, some data appears, and it’s 100% clean and responsive no matter how jumbled the objects on screen.
I should add, I’ve seen other questions where people are asking if they can simply freeze the mouse pointer to the center of the screen, replace the arrow with a crosshairs, and voila. But many of them feel the available solutions seem a bit inelegant. I tend to agree. I don’t want a tick function constantly locking the mouse in place.
So, I tried using a line trace from the crosshairs to get the same effect. It’s working in some cases perfectly well, but as soon as the trace passes over a nest of objects that have all spawned close together it starts selecting several of them at a time.
Please excuse the length, but based on that, two brief questions:
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Is it possible to get “hover over” functionality for center-screen locked crosshairs, identical to the way the mouse cursor performs, without actually locking the mouse cursor?
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Alternatively, any suggestions to clean up line trace functionality so that it gracefully handles objects that are packed somewhat too close for comfort?
Many thanks!