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Question by Avengerxp · Nov 14, 2013 at 04:49 PM · screencursorpauselockmodify

Modifying the pause menu to have screen.lockcursor on at start

My menu comes up when "escape" is pressed and once i click the click the "continue" button the cursor locks and hide perfectly!

but the cursor does not lock when the game starts. I tried adding the above line to the start of the script but as soon as i click the mouse apears to be some where else. I tried adding the screenlock in an update function and it works but keeps locking even in pause menu.

can u add this to the start of the fuction please.

this code alone works perfectly, starting the screenlock when game starts. and unlocks when escape is pressed. stays that way until i click on the back button

 var isPaused : boolean = false;
 
 function Update(){
 if(Input.GetKeyDown("escape")){
 if(!isPaused)
             {
                 isPaused = true;
                 Screen.lockCursor = false;
             }
             else
             {
                 isPaused = false;
                 Screen.lockCursor = true;
             }
 }
 }
 
 function OnGUI(){
   if(isPaused){
   if(GUI.Button(Rect(10, 50, 100, 40), "Back"))
         {
             isPaused = false;
         }
   }
   else if(!isPaused){
   Screen.lockCursor = true;
   }
 }

This is the one i modified by adding Screen.lockCursor = true; to line 253 group var skin : GUISkin; var buttonOutlineAndTextColor = Color.white; var creditIcons : Texture[]; var credits : String[] = ["Priyadarshan K.A."]; var loadMainMenu : String;

 UnPauseGame();  
    
 private var savedTimeScale : float;
 private var pauseFilter;
 private var currentPage : Page;
 private var toolbarInt : int = 0;
 private var toolbarStrings : String[] = ["Audio", "Graphics"];
 private var firstPersonControllerCamera;
 private var mainCamera;
  
 enum Page 
 {
     None, Main, Options, Credits
 }
  
 function LateUpdate() 
 {
     if (Input.GetKeyDown("escape")) 
     {
         switch (currentPage) 
         {
             case Page.None : PauseGame(); 
             break;
             
             case Page.Main : UnPauseGame(); 
             break;
             
             default : currentPage = Page.Main;
         }
     }
 }
  
 function OnGUI() 
 {
     if (skin != null) 
     {
         GUI.skin = skin;
     }
         
     if (IsGamePaused()) 
     {
         GUI.color = buttonOutlineAndTextColor;
         
         switch (currentPage) 
         {
             case Page.Main: PauseMenu(); 
             break;
             
             case Page.Options: ShowToolbar(); 
             break;
             
             case Page.Credits: ShowCredits(); 
             break;
         }
     } 
 }
  
 function ShowToolbar() 
 {
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     
     BeginPage(400, 200);
     
     toolbarInt = GUILayout.Toolbar (toolbarInt, toolbarStrings);
     
     switch (toolbarInt) 
     {
         case 0 : VolumeControl(); 
         break;
         
         case 1 : Qualities(); 
         QualityControl(); 
         break;
     }
     
     if (GUILayout.Button("Back")) 
     {
         currentPage = Page.Main;
     }
     
     EndPage();
 }
  
 function ShowCredits() 
 {
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     
     BeginPage(400, 200);
     
     for (var credit in credits) 
     {
         GUILayout.Label(credit);
     }
     
     for (var credit in creditIcons) 
     {
         GUILayout.Label(credit);
     }
     
     if (GUILayout.Button("Back")) 
     {
         currentPage = Page.Main;
     }
     
     EndPage();
 }
  
 function Qualities() 
 {
     switch (QualitySettings.currentLevel)
     {
         case QualityLevel.Fastest:
         GUILayout.Label("Fastest");
         break;
         
         case QualityLevel.Fast:
         GUILayout.Label("Fast");
         break;
         
         case QualityLevel.Simple:
         GUILayout.Label("Simple");
         break;
         
         case QualityLevel.Good:
         GUILayout.Label("Good");
         break;
         
         case QualityLevel.Beautiful:
         GUILayout.Label("Beautiful");
         break;
         
         case QualityLevel.Fantastic:
         GUILayout.Label("Fantastic");
         break;
     }
 }
  
 function QualityControl() 
 {
     GUILayout.BeginHorizontal();
     
     if (GUILayout.Button("Decrease")) 
     {
         QualitySettings.DecreaseLevel();
     }
     
     if (GUILayout.Button("Increase")) 
     {
         QualitySettings.IncreaseLevel();
     }
     
     GUILayout.EndHorizontal();
 }
  
 function VolumeControl()
 {
     GUILayout.Label("Use the slider to adjust the volume. Note that the volume is defaulted at 100%.");
     AudioListener.volume = GUILayout.HorizontalSlider(AudioListener.volume, 0.0, 1.0);
 }
  
 function BeginPage(width, height) 
 {
     GUILayout.BeginArea(Rect((Screen.width - width) / 2, (Screen.height - height) / 2, width, height));
 }
  
 function EndPage() 
 {
     GUILayout.EndArea();
 }
  
 function PauseMenu() 
 {
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     GUI.Box(Rect(0, 0, Screen.width, Screen.height), "");
     
     BeginPage(400, 200);
     
     if (GUILayout.Button ("Continue"))
     {
         UnPauseGame();
     }
     
     if (GUILayout.Button ("Settings"))
     {
         currentPage = Page.Options;
     }
     
     if (GUILayout.Button ("Credits")) 
     {
         currentPage = Page.Credits;
     }
     if(GUILayout.Button  ("Exit"))
          {
           Application.Quit();
          }
     
     EndPage();
 }
  
 function PauseGame() 
 {
     savedTimeScale = Time.timeScale;
     Time.timeScale = 0;
     AudioListener.pause = true;
     firstPersonControllerCamera = gameObject.Find("First Person Controller").GetComponent("MouseLook");
     mainCamera = gameObject.Find("Main Camera").GetComponent("MouseLook");
     firstPersonControllerCamera.enabled = false;
     mainCamera.enabled = false;
     
     if (pauseFilter) 
     {
         pauseFilter.enabled = true;
     }
     
     currentPage = Page.Main;
 }
  
 function UnPauseGame()
 {
     Time.timeScale = savedTimeScale;
     AudioListener.pause = false;
     firstPersonControllerCamera.enabled = true;
     mainCamera.enabled = true;
     Screen.lockCursor = true;
     if (pauseFilter) 
     {
         pauseFilter.enabled = false;
     }
     
     currentPage = Page.None;
 }
  
 function IsGamePaused() 
 {
     return Time.timeScale == 0;
 }
  
 function OnApplicationPause (pause : boolean) 
 {
     if (IsGamePaused()) 
     {
         AudioListener.pause = true;
     }
 }
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Answer by cheapskate01 · Jan 26, 2015 at 12:32 AM

Use:

 function start {
     Screen.lockCursor = true;
 }

so when the level runs, it automagically locks the mouse.

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