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Question by CraftyMaelyss · Oct 19, 2016 at 05:14 AM · cursorglitch

Mouse turns invisible when you return to the main menu or help menu

So I have 3 scenes that trigger this glitch, the Main Menu, the Help Room and the Play Area.

What happens is, if I go from the Main Menu to the Play Area or Help Room, it runs fine but if I go from the Play Area to either the main menu or Help Room, it turns the cursor/mouse invisible. This might help explain it better:

Main Menu -> Play Area Mouse is visible.

Main Menu -> Help Room -> Play Area Mouse is visible.

Play Area -> Main Menu Mouse is invisible.

Play Area -> Help Room Mouse is invisible.

Play Area -> Help Room ->Main Menu Mouse is invisible.

This is what my script looks like for the pause menu/UIManager:

public class UIManager : MonoBehaviour { private GameObject[] PauseMenu;

 // Use this for initialization
 void Start()
 {
     Time.timeScale = 1;
     PauseMenu = GameObject.FindGameObjectsWithTag("ShowOnPause");
     hidePaused();
 }

 // Update is called once per frame
 void Update()
 {
     //uses the Esc button to pause and unpause the game
     if (Input.GetKeyDown(KeyCode.Escape))
     {
         if (Time.timeScale == 1)
         {
             Time.timeScale = 0;
             showPaused();
         }
         else if (Time.timeScale == 0)
         {
             Debug.Log("high");
             Time.timeScale = 1;
             hidePaused();
         }
     }
 }


 //Reloads the Level
 public void Reload()
 {
     Application.LoadLevel(Application.loadedLevel);
 }

 //controls the pausing of the scene
 public void pauseControl()
 {
     if (Time.timeScale == 1)
     {
         Time.timeScale = 0;
         showPaused();
     }
     else if (Time.timeScale == 0)
     {
         Time.timeScale = 1;
         hidePaused();
     }
 }

 //shows objects with ShowOnPause tag
 public void showPaused()
 {
     foreach (GameObject g in PauseMenu)
     {
         g.SetActive(true);
     }
 }

 //hides objects with ShowOnPause tag
 public void hidePaused()
 {
     foreach (GameObject g in PauseMenu)
     {
         g.SetActive(false);
     }
 }

 //loads inputted level
 public void LoadLevel(string level)
 {
     Application.LoadLevel(level);
 }

 //exits game
 public void doExitGame()
 {
     Application.Quit();
 }

}

Another thing I would like to add is that when the pause menu is active, the camera still follows the mouse and so far I haven't found a way to fix that either but right now I'm more concerned about this glitch since I want the cursor/mouse to be visible.

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