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Stand alone player
I have a script that makes the game pause and hide the cursor when in web player mode but i cant get it to do it in the stand alone player (pc build) here is the script
ive tried putting Application.platform == RuntimePlatform.StandAlonePlayer in with the function start but unity dont recognize it. pls help and thank you in advance Durante Productions.
function Start () { // Start out in paused mode in web player
 if (Application.platform == RuntimePlatform.OSXWebPlayer ||
     Application.platform == RuntimePlatform.WindowsWebPlayer)
 {
     SetPause(true);
 }
 else
 {
     SetPause(false);
     Screen.lockCursor = true;
 }
}
function OnApplicationQuit () { Time.timeScale = 1; }
function SetPause (pause : boolean) { Input.ResetInputAxes(); var gos : Object[] = FindObjectsOfType(GameObject); for (var go : GameObject in gos) go.SendMessage("DidPause", pause, SendMessageOptions.DontRequireReceiver);
 transform.position = Vector3.zero;
 
 if (pause)
 {
     Time.timeScale = 0;
     transform.position = Vector3 (.5, .5, 0);
     guiText.anchor = TextAnchor.MiddleCenter;
 }
 else
 {
     guiText.anchor = TextAnchor.UpperLeft;
     transform.position = Vector3(0, 1, 0);
     Time.timeScale = 1;
 }
}
function DidPause (pause : boolean) { if (pause) { // Show the button again guiText.enabled = true; guiText.text = "Click to start playing"; } else { // Disable the button guiText.enabled = true; guiText.text = "Escape to show the cursor"; } }
function OnMouseDown () { // Lock the cursor Screen.lockCursor = true; }
private var wasLocked = false;
function Update () { if (Input.GetMouseButton(0)) Screen.lockCursor = true;
 // Did we lose cursor locking?
 // eg. because the user pressed escape
 // or because he switched to another application
 // or because some script set Screen.lockCursor = false;
 if (!Screen.lockCursor && wasLocked)
 {
     wasLocked = false;
     SetPause(true);
 }
 // Did we gain cursor locking?
 else if (Screen.lockCursor && !wasLocked)
 {
     wasLocked = true;
     SetPause(false);
 }
}
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