Mouse move problem

Hello, i need help. Ok, i need only to move an object like a sphere with my mouse. My script work and i can move my sphere with my mouse, but i have a problem, the sphere and the mouse cursor do not move in the same time, then when i play in a window mode, the cursor is out of the window but not my sphere and if i click,the cursor click out of my window and my program stop. Can i script the sphere to follow the cursor ? if yes how ?

var horizontalSpeed = 2.0;
var verticalSpeed = 2.0;

function Update ()
{
    // Get the mouse delta. This is not in the range -1...1
    var h = horizontalSpeed * Input.GetAxis ("Mouse X");
    var v = verticalSpeed * Input.GetAxis ("Mouse Y");
    transform.Translate (0, v, 0);
 transform.Translate (h, 0, 0); 
}

Thanks to help my, i search from 2 days…

Stephen

Hello, i have found this script, it is what i want the gameobject follow the cursor, but only when i click on them, but i want the object follow all time, without click on then, can you help me ?

function Update () { 
} 

var screenSpace; 
var offset; 

function OnMouseDown(){ 
   //translate the cubes position from the world to Screen Point 
   screenSpace = Camera.main.WorldToScreenPoint(transform.position); 
    
   //calculate any difference between the cubes world position and the mouses Screen position converted to a world point  
   offset = transform.position - Camera.main.ScreenToWorldPoint(Vector3(Input.mousePosition.x,Input.mousePosition.y, screenSpace.z)); 
    
} 

/* 
OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse. 
OnMouseDrag is called every frame while the mouse is down. 
*/ 

function OnMouseDrag () { 

   //keep track of the mouse position 
   var curScreenSpace = Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z);      

   //convert the screen mouse position to world point and adjust with offset 
   var curPosition = Camera.main.ScreenToWorldPoint(curScreenSpace) + offset; 

   //update the position of the object in the world 
   transform.position = curPosition; 
      
}

You need to place the code in the Update function, so it will be called on each frame update:-

function Update() {
    transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition);
}

thanks