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  • About Visual Scripting
    • Configure project settings
      • Add or remove available nodes
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    • Update Visual Scripting
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  • Basic concepts in Visual Scripting
    • The interface
    • Nodes
    • Graphs
      • Subgraphs and State Units
      • Transitions
    • Script Machines and State Machines
    • Object types
      • Custom types
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  • Develop application logic with Script Graphs
    • Create a new graph file
      • Create a new blank graph with the Project window
      • Create a new unassigned graph with the empty graph creation flow
      • Create and assign a graph to an existing GameObject
      • Create and assign a graph to a new GameObject
      • Create a graph on a Script Machine or State Machine
    • Attach a graph file to a Script Machine or State Machine
    • Open a graph file
      • Add a node to a Script Graph
      • Connect nodes in a Script Graph
      • Create and add a variable to a Script Graph
      • Create node groups
      • Add comments to a graph
    • Add a Subgraph to a Script Graph
      • Add a Trigger or Data port to a Script Graph
    • Add a State Unit to a Script Graph
    • Custom Events
      • Add a Custom Event node
      • Add a Trigger Custom Event node
    • Capture user input in an application
      • Capture input using the Input Manager
      • Add and configure a Player Input component
      • Capture input using the Input System package
    • Use relations to debug
      • Predictive and live debugging
      • Working with debug messages
    • Live edit
      • Live edit during runtime
  • Develop logic transitions with state graphs
    • Create a new state
    • Create a transition between states
  • Advanced customization and development
    • Refactor a C# script with Visual Scripting
      • Add the RenamedFrom attribute to a C# script
    • Custom C# nodes
      • Create a new simple Custom C# node
      • Add ports to your Custom C# node
      • Add logic to your Custom C# node
      • Add relations to your Custom C# node
      • Add documentation to your Custom C# node
      • Custom C# node attributes reference
    • Create a Custom Scripting Event node
      • Create a Custom Scripting Event Sender node
      • Trigger a Custom Scripting Event from a C# script
      • Listen to a Custom Scripting Event from a C# script
    • Use a custom type
      • Add the Inspectable attribute to a custom type
      • Create a custom PropertyDrawer for a custom type
  • Node reference
    • This node
    • Control node
    • Time node
    • Events
      • Event nodes
      • Input Event nodes
        • On Input System Event Button
        • On Input System Event Float
        • On Input System Event Vector 2
        • On Button Input
        • On Keyboard Input
        • On Mouse Down
        • On Mouse Drag
        • On Mouse Enter
        • On Mouse Exit
        • On Mouse Input
        • On Mouse Over
        • On Mouse Up As Button
        • On Mouse Up
    • Variable node
    • Nulls node
    • Formula node
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      • Input node
      • Output node
      • State Unit node
      • Subgraph node
    • Script graph nodes
    • State graph nodes
  • Developer's guide
  • Known Issues

On Mouse Down node

Note

The On Mouse Down 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 Down node listens for a mouse click action on a specific GameObject 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.

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

Fuzzy finder category

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

Inputs

The On Mouse Down node has one input port:

Name Type Description
Target GameObject The GameObject that the user needs to click with their mouse to trigger the On Mouse Down node.

Additional node settings

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

[!includenodes-coroutine

Outputs

The On Mouse Down 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 Down node listens for a click action on the GameObject where the graph runs. When a user clicks the GameObject, the On Mouse Down node triggers the GameObject Instantiate node. The Instantiate node creates a new GameObject, based on the Ball Prefab. It creates the Ball at a specific Position. It uses the Transform Get Local Rotation to match the new GameObject's Rotation to the GameObject where the Script Graph runs. Then, the graph adds a Rigidbody component to the new GameObject, and uses a Rigidbody Add Force node to add an Impulse force.

An image of the Graph window, that displays an On Mouse Down node connected to the Invoke trigger input port on a GameObject Instantiate node. The Instantiate node uses inline values for its Original and Position, and takes its Rotation input from a Transform Get Local Rotation node targeting the parent GameObject of the Script Graph. The Instantiate node triggers a GameObject Add Component node, which adds a Rigidbody component to the newly-created GameObject. The Add Component node triggers a Rigidbody Add Force node, which uses the new Rigidbody component as its Target and inline values to apply an Impulse force.

When the user clicks the mouse button, the Script Graph creates a new Ball GameObject and sends it towards the camera.

An image of the Game view, that displays two instantiated Ball GameObjects flying towards the camera in a basic scene.

Related nodes

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

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