See in Glossary, implemented using the respective HTML5 APIs (Element.requestPointerLock and Element.requestFullscreen). These are supported in Firefox and Chrome. Safari cannot currently use full-screen and cursor locking.
Due to security concerns, browsers will only allow locking the cursor or going into full-screen mode in direct response to a user-initiated event (like a mouse click or key press). Unfortunately, Unity does not have separate event and renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary loops, so it defers event handling to a point where the browser no longer acknowledges a full-screen or cursor lock request issued from Unity scripting as a direct response to the event which triggered it. As a result, Unity triggers the request on the next user-initiated event, rather than the event that triggered the cursor lock or full-scree request.
To make this work with acceptable results, you should trigger cursor locking or full-screen requests on mouse/key down events, instead of mouse/key up events. This ensures that when the request is deferred to the next user-initiated event, it is triggered when the user releases the mouse or key.
If you use Unity’s UI.Button componentA functional part of a GameObject. A GameObject can contain any number of components. Unity has many built-in components, and you can create your own by writing scripts that inherit from MonoBehaviour. More info
See in Glossary, you can achieve the desired behaviour by creating a subclass of
Button, which overrides the OnPointerDown
Note that browsers may show a notification message or ask the user for permission before entering full-screen mode or locking the cursor.
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