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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;
}
}
Answer by imaginaryhuman · Feb 26, 2015 at 04:02 PM
In Unity5 I think this is changed to Cursor.visible = false;
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)
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.
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.
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;
Your answer
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