Determines whether the hardware pointer is locked to the center of the view, constrained to the window, or not constrained at all.
When Locked, the cursor is placed in the center of the view and cannot be moved. The cursor is invisible in this state, regardless of the value of Cursor.visible.
When Confined, the cursor behaves normally with the exception of being confined to the view. For example, if the application is running in a window, the mouse cursor cannot leave the window in Confined mode.
To provide a good user experience the recommended behavior is only to lock or confine the cursor as a result of user action, for example by pressing a button.
The cursor state can be changed by the operating system or Unity. You should therefore check the state of the cursor for example when the application regains focus or the state of a game changes to reveal a UI.
In the Editor the cursor is automatically reset when escape is pressed, or on switching applications.
In the Standalone Player you have full control over the mouse cursor, but switching applications still resets the cursor.
#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 (); } }