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Cursor.lockState

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public static var lockState: CursorLockMode;
public static CursorLockMode lockState;

Description

How should the cursor be handled?

When locked, the cursor will automatically be centered on view and made to never leave the view. The cursor will be invisible in this state, regardless of the value of Cursor.visible. Changing thet lockState to a different value will then make Cursor.visible control visibility again. When confined, the cursor behave normally with the exception of being confined to the view.

To provide a good user experience it is recommended to only lock or confine the cursor as a result of pressing a button. Also you should check if the cursor was reset, in order to e.g. pause the game or bring up a game menu. In the Editor the cursor will automatically be reset when you press escape. In the Standalone Player you have full control over the mouse cursor, thus it won't automatically be reset unless you switch applications.

#pragma strict
var wantedMode: CursorLockMode;
// Apply requested cursor state
function SetCursorState() {
	Cursor.lockState = wantedMode;
	// Hide cursor when locking
	Cursor.visible = (CursorLockMode.Locked != wantedMode);
}
function OnGUI() {
	GUILayout.BeginVertical();
	// Release cursor on escape keypress
	if (Input.GetKeyDown(KeyCode.Escape))
		Cursor.lockState = wantedMode = CursorLockMode.None;
	switch (Cursor.lockState) {
		case CursorLockMode.None:
			GUILayout.Label("Cursor is normal");
		if (GUILayout.Button("Lock cursor"))
			wantedMode = CursorLockMode.Locked;
		if (GUILayout.Button("Confine cursor"))
			wantedMode = CursorLockMode.Confined;

break; case CursorLockMode.Confined: GUILayout.Label("Cursor is confined"); if (GUILayout.Button("Lock cursor")) wantedMode = CursorLockMode.Locked; if (GUILayout.Button("Release cursor")) wantedMode = CursorLockMode.None;

break; case CursorLockMode.Locked: GUILayout.Label("Cursor is locked"); if (GUILayout.Button("Unlock cursor")) wantedMode = CursorLockMode.None; if (GUILayout.Button("Confine cursor")) wantedMode = CursorLockMode.Confined;

break; } GUILayout.EndVertical(); SetCursorState(); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { CursorLockMode wantedMode; // Apply requested cursor state void SetCursorState () { Cursor.lockState = wantedMode; // Hide cursor when locking Cursor.visible = (CursorLockMode.Locked != wantedMode); } void OnGUI () { GUILayout.BeginVertical (); // Release cursor on escape keypress if (Input.GetKeyDown (KeyCode.Escape)) Cursor.lockState = wantedMode = CursorLockMode.None; switch (Cursor.lockState) { case CursorLockMode.None: GUILayout.Label ("Cursor is normal"); if (GUILayout.Button ("Lock cursor")) wantedMode = CursorLockMode.Locked; if (GUILayout.Button ("Confine cursor")) wantedMode = CursorLockMode.Confined; break; case CursorLockMode.Confined: GUILayout.Label ("Cursor is confined"); if (GUILayout.Button ("Lock cursor")) wantedMode = CursorLockMode.Locked; if (GUILayout.Button ("Release cursor")) wantedMode = CursorLockMode.None; break; case CursorLockMode.Locked: GUILayout.Label ("Cursor is locked"); if (GUILayout.Button ("Unlock cursor")) wantedMode = CursorLockMode.None; if (GUILayout.Button ("Confine cursor")) wantedMode = CursorLockMode.Confined; break; }

GUILayout.EndVertical ();

SetCursorState (); } }