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Your setup is a bit weird though, you're not supposed to move the screen behind the playfield, it's only meant for selecting beatmaps and changing options on the side. This is how it was meant to be used (ignore the spinner part): https://www.youtube.com/watch?v=JAGl0Kyl_DA
Yes, I know that, but having screen behind play area have it's own benefits.
- You can see image background from songs instead of solid background.
- There is no need to turn youself everytime.
- There is no delay when starting songs, some songs especially on DT can show first circle instantly after song selection, it's hard to turn left and catch it. (Maybe option to delay start would be good?)
- It just looks better, at least I think that. :)
I asked my friend to compile dev version of McOsu for me to test the laser option, we changed it a little to make it invisible only while playing instead of being disabled globally.
https://github.com/McKay42/McOsu/pull/272
But there is still an issue, when third cursor (pointer) is near the same circle you catch with controller, it will throw often 100/50 or miss. We tried to make 2D screen non-interactive while playing, and interactive only in menu, but didn't know how to do that. :/
Can I ask you to add such an option?
That's a sideeffect I was wondering about with your playstyle, because the screen stays fully interactive cursor-wise. So when you press the trigger randomly while playing, and the laser is on the screen (even if invisible), then it will count as a regular click at that position for the game.
Like I said, it was never meant to be played that way.
You probably already have "Draw Desktop Game (2D)" disabled, so I'll tie the functionality of also disabling the 2d screen game interaction to that same setting, makes sense (since you can't see the 2d game anyway with it disabled).
I played for half an hour while aiming at screen on purpose and didn't had any problems, you are great, thanks again. :]