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    On Mouse Up node

    Note

    The On Mouse Up 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 Up node listens for a user to release their mouse button after they click a Collider in your application. It triggers the next node connected to it after the action occurs in the application. It doesn't send or receive any other data.

    The user can release their mouse button anywhere in your application to trigger the On Mouse Up node. If you want the node to trigger after the user releases the mouse button over the same Collider specified in the node's Target, use the On Mouse Up As Button node instead.

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

    Fuzzy finder category

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

    Inputs

    The On Mouse Up node has one input port:

    Name Type Description
    Target GameObject The GameObject the user needs to click with their mouse button to have the On Mouse Up node listen for a mouse button release action. The user can release their mouse button anywhere to trigger the On Mouse Up node, but they must click the GameObject specified as the Target.

    Additional node settings

    The On Mouse Up 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 Up 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, the On Mouse Up node adds a force to a GameObject based on the user's mouse position when they release their mouse button. The On Mouse Up node triggers a Camera Screen To World Point node to get the user's mouse position, before it sends the X value of the mouse to a Rigidbody Add Force node to move the GameObject.

    An image of the Graph window. An On Mouse Up node has its Target set to This. Its Trigger output node connects to the Invoke input port on a Camera Screen To World Point node. The Screen To World Point node gets its Target input from a Get Variable input node, which outputs the value of the MainCamera variable. The Screen To World Point node gets its Position Input from a Vector 3 Create node. The Vector 3 Create node takes its X input from an Input Get Mouse Position node, with a Vector 3 Get X node to get only the X value. It does the same for its Y input, with a Vector 3 Get Y node. The Screen To World Point node's Exit output trigger triggers the Invoke input port on a Rigidbody Add Force node, with its Target set to This and its Force Mode set to Velocity Change. The Rigidbody Add Force node takes an X input from the Screen To World Point Vector 3 Result output port, with a Vector 3 Get X node.

    When the user clicks on the sphere in the middle of the scene and releases their mouse button, the sphere moves towards their mouse location.

    An image of the Game view. Three red spheres sit on a plane. The middle sphere moves towards the sphere on the right and the mouse cursor.

    Related nodes

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

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