MouseLock is not working

Hello,

Mouselock seems to not be working. It’s probably my script, as I am new to unity and have no previous experience.

My code:


function OnMouseDown() {

Screen.lockCursor = true;

}


Can someone please tell me what I am doing wrong?

Thanks,
MNKYband

try this code:

function Update() {
	//Mouse0 is left click, Mouse1 is right click, Mouse3 is middle click, and so on
	if(Input.GetKeyDown (KeyCode.Mouse0)) {
		Screen.lockCursor = true;
	}
}

or if what you want is when you click on say a GUI button, or also you could, with the following function, “click” a GUI box and a GUI label, etc.:

(but this is basically re-scripting the OnMouseDown function, but OnMouseDown only works when clicking a GUI element or collider like Dreamblur said.)

function Update() {
	//Mouse0 is left click, Mouse1 is right click, Mouse3 is middle click, and so on
	
	var rect : Rect;
	if(rect.Contains(Input.mousePosition)) {
		if(Input.GetKeyDown(KeyCode.Mouse0)) {
			Screen.lockCursor = true;
		}
	}
}

or c#:

using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
	
	void Update() {
		Rect rect;
		if(rect.Contains(Input.mousePosition)) {
			if(Input.GetKeyDown(KeyCode.Mouse0)) {
				Screen.lockCursor = true;
			}
		}
	}
}

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;
}

}