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I have a multi-monitor system, that is there are three (3) monitors (#1 2560 w x 1440 h, #2 & #3 1080 w x 1920 h) connected to my Windows system and Windows is set to extended mode so it sees them as one contiguous monitor (4720 w x  1922 h) set in a [2][1][3] arrangement . 

The problem is that, when playing your game full screen, the mouse IS NOT constrained to the game window that is being displayed full screen on the main/center monitor (#1 2560 w x 1440 h) and can move off of that monitor onto either of the two (2) side monitors.  If this happens and a mouse button is clicked, whatever is under the mouse at that time becomes the 'Active Window' or application which jumps me out of your game and/or breaks, disrupts, and/or interferes the current action I'm performing in game (e.g. Terra forming).  Sometime s when this happens the Terra forming tool locks into whatever state it is in, even after the mouse button is released, and just keeps on Terra forming. Very irritating!

As a Unity3D Indie developer I know that it is possible to lock the mouse cursor within the game window so that this issue does not occur.  I also see allot of hits in Google concerning this issue with Unreal Engine 4 (UE4) game development.  Though I have no experience with UE4  development it appears that this is something you can and should implement within your game.

ThanX - DJ

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I'm often lucky at all the mouse works on my 3 monitor system.  If I move the game to another monitor it might or might not work.  It's random too.  Very odd mouse issues overall.

P.S.  I would NOT want to lock a mouse in the window full time.  When the esc menu is pulled up the mouse must be freed, no matter if in full screen or in a window.  

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Well, this is all part of basic 'Graphical User Interfaces' (GUI) design 101 ...  and mouse cursors are not restricted to pop-up menus only.  That is, when you are Terra forming you get an icon superimposed/projected on the ground telling where and what the tool is doing, as well as all of the in game popup control panels that can be opened by pointing at them ... those are GUI too.

Developers need to take these types of issues into account (e.g. new technology and more robust end user equipment) as 'High-End' players aren't the only ones with 'High-End' systems these days ... especially now that monitors are cheaper and inexpensive graphics cards come with allot more memory and multi-monitor capability.

Edited by DiGiaCom Tech
Typos

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On 12/1/2018 at 6:41 PM, DiGiaCom Tech said:

Well, this is all part of basic 'Graphical User Interfaces' (GUI) design 101 ...  and mouse cursors are not restricted to pop-up menus only.  That is, when you are Terra forming you get an icon superimposed/projected on the ground telling where and what the tool is doing, as well as all of the in game popup control panels that can be opened by pointing at them ... those are GUI too.

Developers need to take these types of issues into account (e.g. new technology and more robust end user equipment) as 'High-End' players aren't the only ones with 'High-End' systems these days ... especially now that monitors are cheaper and inexpensive graphics cards come with allot more memory and multi-monitor capability.

Wouldn't even casual users get used to having a multi-monitor setup, though?
Which would mean they'd naturally keep their cursor within the display they want to interact with. I think that's just the natural course of getting used to your new setup.

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On 12/1/2018 at 12:41 PM, DiGiaCom Tech said:

Well, this is all part of basic 'Graphical User Interfaces' (GUI) design 101 ...  and mouse cursors are not restricted to pop-up menus only.  That is, when you are Terra forming you get an icon superimposed/projected on the ground telling where and what the tool is doing, as well as all of the in game popup control panels that can be opened by pointing at them ... those are GUI too.

Developers need to take these types of issues into account (e.g. new technology and more robust end user equipment) as 'High-End' players aren't the only ones with 'High-End' systems these days ... especially now that monitors are cheaper and inexpensive graphics cards come with allot more memory and multi-monitor capability.

I have mentioned this issue in the past as well. I have dual monitors and it's very annoying, especially when you are dragging something and your mouse goes right through to the other monitor.

When I play other games, like Warframe as an example, the mouse is locked within the game window except for when I pop open a menu which frees up the cursor, and that allows me to go to my other screen if I need to without pressing Alt-Tab.

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8 hours ago, Wyvyrias said:

Wouldn't even casual users get used to having a multi-monitor setup, though?
Which would mean they'd naturally keep their cursor within the display they want to interact with. I think that's just the natural course of getting used to your new setup.

Actually No! 

As I said, these are industry wide GUI design standards.  Most desktop apps deal with focus (e.g. what window is active) and movement is allowed because of multi-tasking (switching to and/or copying & pasting between applications).  That is, we want to allow the user to freely move from one application window to another (and I don't mean moving from one monitor to another here).  In other types of applications, like games, where the mouse is a controlling feature this is undesirable.  This is why the code to implement these types of mouse/cursor constraints is built into operating systems so developers can restrict the mouse/cursor to the active window whenever needed.

Now look at the industry ... Every other game I've ever played on a computer implements this type of mouse/cursor constraint so why is it not so for Astroneer?   Is this by design or is it just an oversight (bug)?  If 'By Design' then they are going against the grain and need to rethink  as it is a very irritating bug to say the least.

Edited by DiGiaCom Tech
typos

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