Hey SuperLoki, Thank you for reaching out to us mate :) Thankfully you can be rest assured. Overwolf extensions sidestep this concern, since they do not interact with the game engine they operate exclusively on the overlay created by the main Overwolf program.Īdditionally, one of the developers of Overwolf has responded to an Overwatch player's concerns with using the program: has gained traction in competitive video games, such as eSports and MMORPGs, where native extensions are often forbidden due to concerns about cheating.
CROSSHAIR OVERLAY FULLSCREEN UNITY GAME CODE
The Blizzard EULA states that you cannot create, use, offer, advertise, make available and/or distribute the following or assist therein:Īny code and/or software, not expressly authorized by Blizzard, that can be used in connection with the client, the Service, a Game and/or any component or feature thereof which changes and/or facilitates the gameplay.Īfter doing some research I discovered Overwolf, which according to the wiki:
CROSSHAIR OVERLAY FULLSCREEN UNITY GAME FULL
Any thoughts would be appreciated on either of these two issues.I wanted to make sure that I was not in breach of the EULA before using this method for a custom crosshair overlay, as some methods of overlaying elements in full screen are intrusive and could possibly be used to gain an unfair advantage. I also have a problem where sometimes as im swinging around the place some of the raycasts somehow go backwards and hook onto surfaces that are behind the player. Either that or some way of controlling the crosshairs on the screen with ratios instead, as I'm using ratios for the screen x position that I'm ray casting from. I would like to create a better more accurate system where I raycast forward of the actual crosshair images on the screen space overlay, instead of doing what I am now and guessing their position on the screen. I.e it works perfect in unity when the player is in full-screen mode, but doesn't line up when it is in windowed mode. My problem is that this system all falls to pieces when the screen window size etc is altered. Ray ray = cam.ViewportPointToRay(new Vector3(anchorL, 0.5f, 0)) The code I use is bellow where the variable "anchorL" is the position on the x axis that the left crosshair happens to be at that time. However my problem is that this only works because I figured where on the screen these points were at what time and managed to raycast with ViewPointToRay from the screen. I already have this all up and running and the grappling hooks fire to the points that I need them too. I have two grappling hooks that need to fire from the player to whatever is directly behind these crosshairs at the time the hooks are fired. The crosshair is centered by default but on holding the shift key the left and right cross hairs move outward from center along the x axis and then return back to center on release. I have a canvas in screen space overlay that has a couple of images on it that act as the pieces of the cross hair. I'm making a 3rd person game that relies heavily on movement by grappling hooks.