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Input in WebGL

Cursor locking and full-screen mode in WebGL

Cursor locking (using Cursor.lockState) and full-screen mode (using Screen.fullScreen) are both supported in Unity WebGLA JavaScript API that renders 2D and 3D graphics in a web browser. The Unity WebGL build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL rendering API to run Unity content in a web browser. More info
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, implemented using the respective HTML5 APIs (Element.requestPointerLock and Element.requestFullscreen). These are supported in Firefox and Chrome. Safari cannot currently use full-screen and cursor locking.

Enabling cursor locking and full-screen mode in WebGL

Due to security concerns, browsers will only allow locking the cursor or going into full-screen mode in direct response to a user-initiated event (like a mouse click or key press). Unfortunately, Unity does not have separate event and renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
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loops, so it defers event handling to a point where the browser no longer acknowledges a full-screen or cursor lock request issued from Unity scripting as a direct response to the event which triggered it. As a result, Unity triggers the request on the next user-initiated event, rather than the event that triggered the cursor lock or full-scree request.

To make this work with acceptable results, you should trigger cursor locking or full-screen requests on mouse/key down events, instead of mouse/key up events. This ensures that when the request is deferred to the next user-initiated event, it is triggered when the user releases the mouse or key.

If you use Unity’s UI.Button component, you can achieve the desired behaviour by creating a subclass of Button, which overrides the OnPointerDown method.

Note that browsers may show a notification message or ask the user for permission before entering full-screen mode or locking the cursor.

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