Disabling keys from the start:

I searched all over for an answer to this and can not find anything remotely close to what I need to do.

I want the mouse y x axis and the w,s,a,d keys disabled when the level starts, the user will have to hit another key to enable the w,s,a,d and another key to enable the mouse controls and buttons.

Is this possible??

Sure.

private bool mouseEnabled = false;
private bool wasdEnabled = false;

public KeyCode specialKeyMouse;
public KeyCode specialKeyWasd;

void Update()
{
    if (Input.GetKey(specialKeyMouse)  !mouseEnabled)
    {
        mouseEnabled = true;
    }
    if (Input.GetKey(specialKeyWasd)  !wasdEnabled)
    {
        wasdEnabled = true;
    }

    // do normal processing
    if (wasdEnabled)
    {

    }

    if (mouseEnabled)
    {

    }
}

Do I need to put my control functions inside the “do normal processing” deals??

That’s how I would do it.

My controls are all js, and are very indepth with the movement and physics.

Could I reference that file in this one??

You can reference that class and send commands to it.

That’s good, how would I go about that, I never talked to js from c# before…

Can someone point me int he right direction on this. I’m nose bleeding…

The same way you would otherwise. Just make sure the JS script compiles before the C# one.

http://unity3d.com/support/documentation/ScriptReference/index.Script_compilation_28Advanced29.html
http://forum.unity3d.com/threads/13858-Combining-Javascript-with-C

Thanks for that info, but I haven’t even refernced between the two before. I don’t even know where to start.

I don’t understand why I can’t just use what you posted above, why isn’t that a global thing. If you disable it you disable it.

His code is not actually disabling anything - the idea with his code is not to disable the input - it’s to just discard the input if you don’t need it.

I just find it hard to believe that you can’t disable and enable keys with an input no matter what script is referencing it.