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Can't enable Cursor
In my game I have a script running that basically hides/locks my cursor and puts a custom crosshair on a GUI.
#pragma strict
var crosshairTex : Texture; // Crosshair texture goes here
var position : Rect; // Position of the crosshair
static var OriginalOn = true;
function Start ()
{
Screen.lockCursor = true;
}
function Update ()
{
position = Rect((Screen.width - crosshairTex.width)/2, (Screen.height - crosshairTex.height)/2, crosshairTex.width, crosshairTex.height);
// Determines the width/height of our crosshair position
}
function OnGUI ()
{
if (OriginalOn == true)
{
GUI.DrawTexture(position, crosshairTex); // Draws the crosshair texture
Screen.showCursor = false; // Disables the cursor from being visable
}
}
At various stages throughout the game the player can change views. To do this I have another script that changes the view and disables the above script. (I checked the inspector during play, it does uncheck the script)
var cam1 : Camera;
var cam2 : Camera;
var cam2Active : boolean = false;
function Start()
{
cam1.enabled = true;
cam2.enabled = false;
}
function Update()
{
var freezePlayer = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren(CustomCrosshair);
if (cam2Active == false)
{
if(Input.GetKeyDown(KeyCode.C))
{
cam1.enabled = false;
cam2.enabled = true;
freezePlayer.enabled = false;
cam2Active = true;
EnableCursor();
}
}
else
if (cam2Active == true)
{
if(Input.GetKeyDown(KeyCode.C))
{
cam1.enabled = true;
cam2.enabled = false;
freezePlayer.enabled = true;
cam2Active = false;
}
}
}
I thought the cursor would automatically re-enable but it didn't. So I decided to put in a coroutine to enable the cursor again
function EnableCursor()
{
Screen.showCursor = true; // Enables the cursor to be visable again
}
But for some reason it doesn't work. How can I get the cursor to be enabled again? (apart from having to press the ESC key every time)
???
Anybody?
C'mon guys, don't won't to end my day off work and not have a single issue resolved, that'll put me in a bad mood all week...lol. There must be a workaround somehow ???
Yes that worked !
@sam2k13 if you want to put your suggestion in the answer section, I'd be happy to vote it up for you !
And many thanks
:)
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