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Cursor Editor#

The Cursor Editor defines the mouse cursors your game shows and binds them to verbs — so "look" can show an eye, "use" a hand, and so on. Cursors are per-project: they save to the active project's cursors.json, so every game carries its own set (with the engine's built-in cursors as the fallback).

You reach it from the Hub (dev server running).

The Cursor Editor screen — the verb-to-cursor bindings list.
Cursor Editor — verb-to-cursor bindings.

The pieces#

  • Cursors — named cursor definitions, listed on the left. Each cursor is either static (one frame) or animated (N frames). Create with + New, and Rename / Delete as needed. A beside a cursor means one of its frames points at a sprite that isn't in the project — hover it to see which file is missing.
  • Frames — each frame is a sprite added via the import button: pick a PNG/JPEG/WebP/GIF from disk and the server copies it into the project's assets/cursors/, wiring the path in for you. Each frame has a per-frame duration in ms. One frame = static; several + loop = an animated cursor. Each frame also carries a ✎ Tweak button that opens the pixel editor on that PNG, so you can touch up a stray pixel without leaving the tool.
  • Anchor (x, y) — the cursor's hotspot pixel: the exact point that counts as "where you're pointing" (the tip of an arrow, the centre of a crosshair). Set it by clicking the preview — the cyan crosshair shows it at 1:1.
  • Size — a per-cursor knob (25–400%, default 100% = native) that scales how big the cursor is drawn in-game, anchor included. The anchor-picking preview itself stays at 1:1, so you can still place the hotspot pixel-accurately no matter the display size.
  • Verb → Cursor bindings — map each interaction verb (look, use, take…) to one of your cursors. This is the main payoff: the right cursor appears for the verb in play.
  • Base cursor — the engine default, shown when no verb or orientation cursor applies.
  • Orientation cursor — an optional cursor tied to facing/orientation.
  • Sandbox — the 🎚️ Sandbox button pops a movable preview where the selected cursor follows your mouse over a real room background at its live size. Dial the Size knob or edit a frame and it updates instantly, so you can judge the cursor in context, not just on the swatch.

Workflow#

  1. + New a cursor and name it.
  2. Import one or more frames from disk (set per-frame ms and loop for an animated cursor).
  3. Click the preview to drop the anchor on the active pixel.
  4. (optional) Dial the Size, and hit 🎚️ Sandbox to watch the cursor follow your mouse over a real room at that size.
  5. Bind it under Verb → Cursor (and/or set it as the base or orientation cursor).
  6. Save to persist — the cursors write to the active project's cursors.json.

Verb IDs are fixed. You bind cursors to the engine's verb IDs (look, use, give…), which stay in English even when the editor UI is localized — they're the keys the interaction system uses.