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Well, Gecko-based browser reports locking and locks allright so at least some locking code is in there.
Most probably it is just how different browsers react to different pointer-grabbing attempts though I don't have any prohibitive settings of this sort enabled.

You probably might want to test with different browsers and try different methods and workarounds. The Chromium-based browser that fails to be locked for example is Falkon (it is not an obscure title in Linux world).
If it turns out to be the problem with the browser you can open an issue here at their repo https://github.com/KDE/falkon  with your game as a testcase or even fix it yourself or make a warning on the game page that pointer-grabbing might fail with some browsers.

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Will llook into it. However I dont use Linux, so I might not be any help.

It all works on Windows too cause the magic of opensource. Almost every foss browser does. No probs here.

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It is just I wouldn't disregard the possibility that Unity or Itch use not fully compliant methods to cut development time or whatever. In this case some settings/HTML shell/Javascript tweaking might be needed.
Unfortunately I haven't tried to make a mousegrab in my Godot to test things so i can't tell what exactly might be going on under the hood.

Tested in other Chromium (qt5webengine)-based browser Eric (specialized browser for web development and debug), this one reports attempts to grab mouse and seemingly grabs and hides it if allowed but the rotation angle is still limited( 
Seems like a persistent problem not limited to Falkon.

I am sorry, but I just cant keep up with you at this point. If you want to do something about the problem, feel free to use my game, I will not sue you or some EU mess. All I used was - Cursor.lockState = CursorLockMode.Locked; Something like this.