Godot 4 — Custom cursor recipe
Drop-in GDScript snippet that loads a 16x16 PNG, sets it as the system cursor, and wires up per-state textures.
Copy-paste cursor code for every major game engine — Godot, Unity, Unreal, Phaser, PixiJS, Three.js, Defold, LOVE2D, SDL2, raylib, PICO-8, MonoGame, and more.
Drop-in GDScript snippet that loads a 16x16 PNG, sets it as the system cursor, and wires up per-state textures.
GDScript 3.x version of the cursor recipe. API is the same, just the GDScript syntax differs slightly.
MonoBehaviour that swaps the system cursor on hover, click, and drag using the Cursor.SetCursor API.
Standard cursor lock pattern for first-person games. Locks on play, releases on Escape.
UE5 expects custom cursors as UMG widgets. Build a tiny Image-only widget and assign it via Project Settings or PlayerController.
Phaser exposes setDefaultCursor() on the input manager. Same CSS cursor URL syntax as the rest of the web.
Pixi forwards the .cursor property of the topmost interactive DisplayObject to the canvas's CSS cursor.
Three.js's renderer.domElement is a regular <canvas>; set its style.cursor with CSS.
Defold's cursor module supports per-platform custom cursors. PNG-based, with explicit hotspot.
LOVE's mouse module ships everything you need: load image, create cursor, set it.
Load a PNG with SDL_image, build an SDL_Cursor with SDL_CreateColorCursor, set it.
Hide the OS cursor and DrawTextureV your sprite each frame. The simplest possible custom-cursor pattern.
PICO-8's mouse is opt-in via a memory poke; draw your own cursor sprite each frame.
For legacy Phaser 2 / CE projects, set the canvas's CSS cursor directly through the game.canvas.style API.
SFML 2.5+ ships sf::Cursor with system and pixel-data constructors.
MonoGame exposes Mouse.SetCursor with a MouseCursor created from a Texture2D.