// Hide cursor: (In editor, UnityInput makes cursor visible when paused during scene transition.)
var unityInput = playerInput as UnityInput;
if (unityInput != null) unityInput.DisableCursor = true;
I don't quite understand why the cursor should be disabled here (unityInput.DisableCursor = true;). I manually changed it to false and there is no problem now. What problem did this code originally want to solve?