Version: 2022.3
WebGL Networking
WebGL browser access to device features

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 WebGL, implemented using the respective HTML5 APIs (Element.requestPointerLock and Element.requestFullscreen). These are supported in Firefox and Chrome. Safari can’t currently use full-screen and cursor locking.

Enable cursor locking and full-screen mode in WebGL

Due to security concerns, browsers allow locking of the cursor or switching to full-screen mode only in direct response to a user-initiated event (like a mouse-click or key press). Because Unity doesn’t have separate events and rendering loops, it defers event handling until 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, instead of the event that triggered the cursor lock or full-screen 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’s triggered when the user releases the mouse or key.

Use Unity’s UI.Button component to achieve the desired behaviour by creating a subclass of Button, which overrides the OnPointerDown method.

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

WebGL Networking
WebGL browser access to device features
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