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Question by ocram99ful · Jul 22, 2013 at 04:39 PM · mousehide

Hide mouse cursor

helo guys sorry for the mistakes im german :) i need to hiede the cursor in my game what i have to edit.

 using UnityEngine;
 using System.Collections;
 
 /// MouseLook rotates the transform based on the mouse delta.
 /// Minimum and Maximum values can be used to constrain the possible rotation
 
 /// To make an FPS style character:
 /// - Create a capsule.
 /// - Add the MouseLook script to the capsule.
 ///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
 /// - Add FPSInputController script to the capsule
 ///   -> A CharacterMotor and a CharacterController component will be automatically added.
 
 /// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
 /// - Add a MouseLook script to the camera.
 ///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
 [AddComponentMenu("Camera-Control/Mouse Look")]
 public class MouseLook : MonoBehaviour {
     
     
     public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
     public RotationAxes axes = RotationAxes.MouseXAndY;
     public float sensitivityX = 15F;
     public float sensitivityY = 15F;
 
     public float minimumX = -360F;
     public float maximumX = 360F;
 
     public float minimumY = -60F;
     public float maximumY = 60F;
 
     float rotationY = 0F;
     
 
     void Update ()
     {
         if (axes == RotationAxes.MouseXAndY)
         {
             float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
             
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
             
             transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
         }
         else if (axes == RotationAxes.MouseX)
         {
             transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
         }
         else
         {
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
             
             transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
         }
     }
     
     void Start ()
     {
         // Make the rigid body not change rotation
         if (rigidbody)
             rigidbody.freezeRotation = true;
     }
 }
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Answer by imaginaryhuman · Feb 26, 2015 at 04:02 PM

In Unity5 I think this is changed to Cursor.visible = false;

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Answer by amphoterik · Jul 22, 2013 at 04:53 PM

You can find the answer Here: http://answers.unity3d.com/questions/33570/how-to-hide-the-cursor.html

The following is taken from that post by Yoerick

If you want to hide the cursor through the entire game you should add the "Screen.showCursor = false"-code inside the Start function ;)

like so:

 void Start ()
 {
 Screen.showCursor = false;
 }

(in C#)

or:

 function Start ()
 {
 Screen.showCursor = false;
 }

(in JavaScript)

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avatar image rosdi · May 06, 2014 at 09:38 AM 0
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Does this still work in Unity 4.3 in 2D mode? I have this both in Start() and Update() but the mouse pointer is still showing.

avatar image Rambit · May 07, 2014 at 08:26 PM 0
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Yeah, it still works. $$anonymous$$ake sure there isn't any other scripts doing Screen.showCursor = true. I had that and it took me way to long to figure it out... If you go to Search -> Find in files, you can search in the whole solution for it to make sure.

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Answer by Rambit · Jul 22, 2013 at 04:59 PM

Wherever you wan't to hide it (in this case it's probably in Start() do

 Screen.showCursor = false;

and to show it again do

 Screen.showCursor = true;


If you wan't to lock the cursor aswell do

 Screen.lockCursor = false;


Make sure you unlock it somewhere with

 Screen.lockCursor = true;


Screen.showCursor in the Documentation

Screen.lockCursor in the Documentation

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