I appear to be having some issues with a mouse cursor if I have a 3D Camera enabled.
I want the cursor to always be rendered on top of everything else, so I have it set on a 2D layer. When I do this, the cursor no longer stays on the mouse's x and y pos so long as I have the 3d camera enabled.
Why is this? Why are 2d layers affected by 3d cameras?
I mocked up a quick example. Feel free to check it out.
https://1drv.ms/u/s!AlZkRk7KfdFFivsjA7O4P3LQrRDW0g?e=0iTe6y
Is this intended by design? Seems... for lack of a better word... useless for game development. When would you not want a sprite to stick to the mouse if you set it to the mouse's x and y? I'd have thought a sprite on a 2d layer would follow the mouse.
However, if you open debug and look at the mouse object, it shows a different x and y position for each layer. There's no way I can use this data from what I can tell.
I want the sprite to appear on the HUD layer, but get its positioning from the 3D layer, apparently.
Also, I know I could replace the cursor with a sprite, and that works, but for my actual game, rather than a sprite, I'm using particles.
Any ideas?