My mouse is off in built game. Look at pictures and please help me.

i’m making the main menu of my game. It consists of cubes that have scripts on them OnMouseEnter that makes it turn green, OnMouseExit that makes it go back to white, and OnMouseDown which switches cameras. In unity, when the mouse in over the cube, it works right. In the build version though, my mouse will be far to the left, and the cube will be green. Even though I’m nowhere near the cube.

In this picture, you can see the “Controls” option on the main menu is green. My mouse is directly over it. As it should be.

In this picture, you can see the “Controls” option on the main menu is green. My mouse is not directly over it. This isn’t right. Why? Please help!

Try this, assign the object to the script

public GameObject play;
	public GameObject credit;
	public GameObject control;
	public GameObject purpose;
	public GameObject TSA;
	public GameObject Quit;

	public  Texture playnormal;
	public  Texture creditnormal;
	public  Texture controlnormal;
	public  Texture purposenormal;
	public  Texture TSAnormal;
	public  Texture Quitnormal;

	public  Texture playactive;
	public  Texture creditactive;
	public  Texture controlactive;
	public  Texture purposeactive;
	public  Texture TSAactive;
	public  Texture Quitactive;

	void resettexture()
	{
		play.GetComponent<Material> ().mainTexture = playnormal;
		credit.GetComponent<Material> ().mainTexture = creditnormal;
		control.GetComponent<Material> ().mainTexture = controlnormal;
		purpose.GetComponent<Material> ().mainTexture = purposenormal;
		TSA.GetComponent<Material> ().mainTexture = TSAnormal;
		Quit.GetComponent<Material> ().mainTexture = Quitnormal;
	}

	void OnMouseDown()
	{
		resettexture();

		if(gameObject.name=="paly")
		{
			play.GetComponent<Material> ().mainTexture = playactive;
		}
		else if(gameObject.name=="credit")
		{
			credit.GetComponent<Material> ().mainTexture = creditactive;
		}
		else if(gameObject.name=="control")
		{
			control.GetComponent<Material> ().mainTexture = controlactive;
		}
		else if(gameObject.name=="purpose")
		{
			purpose.GetComponent<Material> ().mainTexture =purposeactive;
		}
		else if(gameObject.name=="TSA")
		{
			TSA.GetComponent<Material> ().mainTexture = TSAactive;
		}
		else if(gameObject.name=="Quit")
		{
			Quit.GetComponent<Material> ().mainTexture = Quitactive;
		}
	}

	void OnMouseExit()
	{
		resettexture();
	}