if (Input.GetKey(KeyCode.H)) // Lock the cursor inside gameview Screen.lockCursor = true; // Hide mouse cursor Screen.showCursor = false; if(Input.GetKey(KeyCode.U)) // Lock the cursor inside gameview Screen.loc
}//Update is called once per framevoidUpdate () {if(!MouseMove && MouseHideTime >=0) { MouseHideTime+=Time.deltaTime;if(MouseHideTime >=MouseHideTimer) { Cursor.visible=false; MouseHideTime= -1; } } }voidSearchMouseState() {if(Input.mousePosition !=OldMousePos) { OldMousePos=Input....
using System.Collections; using System.Collections.Generic; using UnityEngine; public class CursorLockHide : MonoBehaviour { void Start() { Cursor.lockState = CursorLockMode.Locked; } void Update() { if (Input.GetKeyDown(KeyCode.LeftAlt)) { Cursor.lockState = CursorLockMode.None; } else if...
#endif } // Hide and lock cursor when right mouse button pressed if (Input.GetMouseButtonDown(1)) { Cursor.lockState = CursorLockMode.Locked; } // Unlock and show cursor when right mouse button released if (Input.GetMouseButtonUp(1)) { Cursor.visible = true; Cursor.lockState = CursorLock...
EventListener为您提供事件,您可以在其中挂接要在玩家点击按钮时运行的脚本。您也可以选择添加HandCursor组件,使光标在悬停在按钮上时变成手(更改mouse_cursor.png以自定义其外观)。深度(Depth)图像和文本可以位于彼此的上方和下方。这可以通过两种方式进行操作。SpriteRenderer和TextMeshPro具有SortLayer和Order。
OnHideMouse:此方法在切换鼠标隐藏状态的输入动作触发时,改变hideMouse标志的值,进而设置鼠标的可见性和锁定状态。 (四)Update方法 每帧调用的Update方法,根据mouseX和mouseY计算摄像机的旋转角度,再结合距离计算出摄像机相对于目标的偏移量,最后更新摄像机的位置和朝向。
5. Press ‘P’ to hide the mouse cursor; 6. Move the mouse a very short distance; 7. Use the scroll wheel a lot (backwards or forwards) while moving the mouse; Actual result: sometimes the values of x and y axis are so much bigger than it should be by moving the mouse ...
= mLastScheme) { HideTooltip(); if (mLastScheme == ControlScheme.Mouse) { #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 Screen.lockCursor = false; Screen.showCursor = true; #else //这里会重置位置 //Cursor.lockState = CursorLockMode.None; //Cursor.visible = true; ...
{//获得鼠标左右移动的值mouseX=Input.GetAxis("Mouse X")*mouseSensitivity*Time.deltaTime;//获得鼠标上下移动的值mouseY=Input.GetAxis("Mouse Y")*mouseSensitivity*Time.deltaTime;xRotation-=mouseY;//用数学函数Mathf.Clamp()将xRotation的值限制在一个范围内xRotation=Mathf.Clamp(xRotation,-70,70);/...
In the Editor the cursor is automatically reset when escape is pressed, or on switching applications. In the Standalone Player you have full control over the mouse cursor, but switching applications still resets the cursor.using UnityEngine; using System.Collections;public class ExampleClass : ...