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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
    • Variables
  • 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
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    • Formula node
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      • Input node
      • Output node
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      • Subgraph node
    • Script graph nodes
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  • Developer's guide
  • Known Issues

On Mouse Enter node

Note

The On Mouse Enter 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 Enter node listens for the user's mouse pointer location to enter the Collider of a specified GameObject. When the mouse enters 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 Enter node displays with its details in the Graph Inspector.

Fuzzy finder category

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

Inputs

The On Mouse Enter node has one input port:

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

Additional node settings

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

[!includenodes-coroutine

Outputs

The On Mouse Enter 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 Enter node triggers the Instantiate GameObject node when the user's mouse enters the Collider on the Script Machine's GameObject. The Instantiate node creates an instance of the Light Prefab, at the Prefab's Position and with the Prefab's Rotation. The graph saves the new instance of the GameObject to a Scene variable, Spotlight, so it can interact with the GameObject again later.

An image of the Graph window. An On Mouse Enter node's Trigger output port connects to the Invoke input port on an Instantiate GameObject node. The Instantiate GameObject's Original uses an inline value of the project's Light Prefab. A GameObject Literal node also uses the Light Prefab as an inline value. The GameObject Literal connects to a Transform Get Position node and a Transform Get Rotation node, which provide the Position and Rotation inputs for the Instantiate GameObject node. The Instantiate GameObject node's Exit port triggers the Assign input port on the Set Variable node, and assigns the new GameObject as the value of the Spotlight Scene variable.

The result is a spotlight that appears over the On Mouse Enter node's Target GameObject, when the user's mouse enters the Collider.

An image of the Game view, that displays a simple scene with a plane and a cube GameObject. The cube is lit by a spotlight from above.

Related nodes

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

  • On Button Input node
  • On Keyboard Input node
  • On Mouse Down node
  • On Mouse Drag 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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