CursorLock + OnMouseEnter

Hi everyone, I have a problem of combining locked cursor with OnMouseEnter/Exit/Down. It kinda works in the Unity game screen, but after I build the actual game, it ignores mouse input. Maybe it would work better with raycasting but so far I tried to avoid it to keep everything simple.
The script for CursorLock in cs:

	void Start ()
	{
		Cursor.lockState = CursorLockMode.Locked;
		Cursor.visible = (false);
	}
	void Update ()
	{
		Cursor.lockState = CursorLockMode.Locked;
		Cursor.visible = (false);
	}
	}

(I tried this one as well: Unity - Scripting API: Cursor.lockState)

The script that I added to objects that should be highlighted. It’s in js.

var isStartButton = false;
var isExitButton = false;

function OnMouseEnter()
{
GetComponent.<Renderer>().material.color = Color.gray;
}
function OnMouseExit()
{
GetComponent.<Renderer>().material.color = Color.black;
}
function Update()
{
if (Input.GetKey(KeyCode.Escape))
{
Application.LoadLevel (0);
}
}
function OnMouseUp()
{

What do u want exactly to do?

var isStartButton = false;
 var isExitButton = false;
 
/* function OnMouseEnter()
 {
 GetComponent.<Renderer>().material.color = Color.gray;
 }
*/// u can to not use it, but use

 function OnMouseOver()
 {
 GetComponent.<Renderer>().material.color = Color.gray;
 } // then ur rendere with mouse be gray, and when u exit mouse - render back to black

 function OnMouseExit()
 {
 GetComponent.<Renderer>().material.color = Color.black;
 }