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    On Mouse Exit node

    Note

    The On Mouse Exit node is an Input Manager node. For more information about how to use the Input Manager with Visual Scripting, see Capture user input in an application.

    The On Mouse Exit node listens for the user's mouse pointer location to exit the Collider of a specified GameObject. When the mouse exits the Collider or GUI element, the node triggers the next node connected to it. It doesn't send or receive any other data.

    An image of the Graph window. An On Mouse Exit node displays with its details in the Graph Inspector.

    Fuzzy finder category

    The On Mouse Exit node is in the Events > Input category in the fuzzy finder.

    Inputs

    The On Mouse Exit node has one input port:

    Name Type Description
    Target GameObject The GameObject with the Collider that triggers the On Mouse Exit node.

    Additional node settings

    The On Mouse Exit node has additional settings. Access these settings from the Graph Inspector:

    Name Type Description
    Coroutine Toggle Enable Coroutine if you want Visual Scripting to run this node and any of its connected nodes as a coroutine. Coroutine nodes don't execute all their code in a single frame, so they can spread an effect over several frames. Coroutines can also help optimize your code. For more information on coroutines, see the Unity User Manual section on Coroutines.

    Outputs

    The On Mouse Exit node has one output port:

    Name Type Description
    Trigger Output Trigger The control output port. Make a connection to specify what Visual Scripting should do after the configured Input event occurs in your application.

    Example graph usage

    In the following example, continued from the example from the On Mouse Enter node, the On Mouse Exit node triggers a Destroy GameObject node when the user's mouse exits the Collider on the Script Machine's GameObject. The Destroy GameObject node destroys the GameObject assigned to the Spotlight Scene variable. The GameObject was created and assigned to the variable elsewhere in the graph.

    An image of the Graph window. An On Mouse Exit node's Trigger output port connects to the Invoke input port on a Destroy GameObject node. A Get Variable node sends the value of the Spotlight Scene variable to the Destroy GameObject node to tell it which GameObject to destroy. Above the three nodes, there is part of the example graph from the On Mouse Enter node example, where an Instantiate GameObject node assigns its new GameObject as the value for the Spotlight Scene variable with a Set Variable node.

    When the user's mouse leaves the Collider, the Target GameObject no longer has a spotlight.

    An image of the Game view, that displays a simple scene with a plane and a cube GameObject.

    Related nodes

    The following nodes are related or similar to the On Mouse Exit node:

    • On Button Input node
    • On Keyboard Input node
    • On Mouse Down node
    • On Mouse Drag node
    • On Mouse Enter node
    • On Mouse Input node
    • On Mouse Over node
    • On Mouse Up node
    • On Mouse Up As Button node
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