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Question by MechanicalGaming · Mar 20, 2016 at 05:03 PM · c#cursorlock-cursor

Cursor Lockmode only works once?

I'm having a problem where the cursor only locks itself once on the screen. I'm using visible along side it too but I stopped that but it still won't lock itself.

Here's my code :

 public class StartUp : MonoBehaviour {
 
     public GameObject player;
 
     public bool cursorUnlocked = false;
 
     public float CursorLockUnlockWait = 0.5f;
     public float CursorWaitOver;
 
     void Start () {
 
         //Instantiate player In random place on terrain////////////////////////////////////////
         Vector3 position = new Vector3(Random.Range(0f, 4000f), 700f, Random.Range(0f, 4000f));
         Instantiate(player, position, transform.rotation);
         Cursor.visible = false;
         Cursor.lockState = CursorLockMode.Locked;
         ////////////////////////////////////////////////////////////////////////////////////////
     }
 
     void Update()
     {
         //Cursor Lock/Unlock//////////////////////////////////////////////////////////////////////////
         if (Input.GetKey("escape") && cursorUnlocked == false && CursorWaitOver < Time.time)
         {
             cursorUnlocked = true;
             CursorWaitOver = Time.time + CursorLockUnlockWait;
 
             Cursor.visible = true;
             Cursor.lockState = CursorLockMode.None;
         }
 
         if (Input.GetKeyDown("escape") && cursorUnlocked == true && CursorWaitOver < Time.time)
         {
             cursorUnlocked = false;
             CursorWaitOver = Time.time + CursorLockUnlockWait;
 
             Cursor.visible = false;
             Cursor.lockState = CursorLockMode.Locked;
         }
         /////////////////////////////////////////////////////////////////////////////////////////////
     }
 }

The wait is necessary because other wise it will transition between unlocked and then locked in a blink of an eye!

Anyway hope you guys can find a solution to this and thanks for the help!

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Answer by ZefanS · Mar 21, 2016 at 09:43 AM

Cursor locking stuff is certainly a bit weird. I've made a few changes to your script and it seems to work as expected now. The wait was actually only necessary because you were using two if statements in a row instead of an if...else if. I also changed the first if from GetKey() to GetKeyDown(). Here's the updated script:

 using UnityEngine;
 
 public class StartUp : MonoBehaviour
 {
     public GameObject player;
 
     public bool cursorUnlocked = false;
 
     void Start()
     {
         //Instantiate player In random place on terrain////////////////////////////////////////
         Vector3 position = new Vector3(Random.Range(0f, 4000f), 700f, Random.Range(0f, 4000f));
         Instantiate(player, position, transform.rotation);
 
         Cursor.visible = false;
         Cursor.lockState = CursorLockMode.Locked;
         ////////////////////////////////////////////////////////////////////////////////////////
     }
 
     void Update()
     {
         //Cursor Lock/Unlock//////////////////////////////////////////////////////////////////////////
         if (Input.GetKeyDown(KeyCode.Escape) && cursorUnlocked == false)
         {
             cursorUnlocked = true;
             Cursor.visible = true;
             Cursor.lockState = CursorLockMode.None;
         }
         else if (Input.GetKeyDown(KeyCode.Escape) && cursorUnlocked == true)
         {
             cursorUnlocked = false;
             Cursor.visible = false;
             Cursor.lockState = CursorLockMode.Locked;
         }
         /////////////////////////////////////////////////////////////////////////////////////////////
     }
 }

Note that there's actually a bug in the editor that makes cursor locking not work properly. Try building your project with this script and it should work as expected.

Hope this helps!

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