private void FixedUpdate() { if (!changeSpeed) { return; } Vector2 direction = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")).normalized; //Point cursorSpeed = new Point(Mathf.RoundToInt(direction.x * speed), Mathf.RoundToInt(direction.y * speed)); ////Point difference = MouseUtils.GetSystemMousePos() - lastMousePos; ////Point newPos = MouseUtils.GetSystemMousePos() + new Point(Mathf.RoundToInt(difference.x * speed), Mathf.RoundToInt(difference.y * speed)); Point currentMousePosition = MouseUtils.GetSystemMousePos(); //Vector2 targetPos = new Vector2(currentMousePosition.x + cursorSpeed.x, currentMousePosition.y + cursorSpeed.y); //v2ToSet = Vector2.SmoothDamp(v2ToSet, targetPos, ref velRef, accel); //StartCoroutine(MouseUtils.SetRelativeMousePosUnconstrained(new Point(Mathf.RoundToInt(v2ToSet.x), Mathf.RoundToInt(v2ToSet.y)))); Point newPoint = currentMousePosition + new Point(Mathf.RoundToInt(direction.x * speed), Mathf.RoundToInt(direction.y * speed)); MouseUtils.SetSystemMousePos(newPoint); }