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  • About Visual Scripting
    • Configure project settings
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  • Basic concepts in Visual Scripting
    • The interface
    • Nodes
    • Graphs
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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
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      • Working with debug messages
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      • Live edit during runtime
  • Develop logic transitions with state graphs
    • Create a new state
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  • 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
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      • 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
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  • Node reference
    • This node
    • Control node
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    • 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
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On Mouse Input node

Note

The On Mouse Input 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 Input node listens for a specific action on a user's mouse. The action doesn't need to happen on a specific GameObject's Collider. 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 Input node displays with its details in the Graph Inspector.

Fuzzy finder category

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

Inputs

The On Mouse Input node has the following input ports:

Name Type Description
Button Mouse Button The name of the mouse button that triggers the On Mouse Input node.
Action Press State The specific state of the mouse button that the node listens for.
Hold The user holds down the mouse button.
Down The user presses the mouse button.
Up The user releases the mouse button.

Additional node settings

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

[!includenodes-coroutine

Outputs

The On Mouse Input 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 Input node listens for the user to hold the right mouse button and triggers an Instantiate Camera node. The Instantiate node clones the camera saved as the Camera1 Scene variable and assigns it to the NewCamera Scene variable. It sets a new position for the cloned camera with a Transform Set Position node, before it switches which camera renders in the Game view with the Camera Render node.

An image of the Graph window. An On Mouse Input node with its Button and Action inputs set to Right and Hold connects its Trigger output port to the Invoke input port on an Instantiate Camera node. The Instantiate Camera node's Original input port connects to a Get Variable node's Value output port to decide which camera to clone, and gets the value for the Camera1 Scene variable. The Instantiate Camera node connects its Exit output port and its Result output port to a Set Variable node's Assign input port and New Value input port, respectively. The Set Variable node uses an inline value for its Name input to set the input from New Value as the NewCamera Scene variable. The Set Variable node connects its Assigned output port and its Value output port to a Transform Set Position node's Set input port and Target input port. It uses inline values to set the Value of the new position, then connects its On Set output port to a Camera Render node's Invoke input port. A Get Variable node, which gets the value of New Camera, connects its Value output port to the Render Camera node's Target input port.

When the application runs, the default view in the Game view displays all three spheres in the scene.

An image of the Game view. It displays 3 red metallic spheres in a line on a grey plane.

When the user holds the right mouse button and triggers the On Mouse Input node, the Game view changes to focus on the middle sphere.

An image of the Game view. It displays one red metallic sphere and the edges of a sphere on either side of the middle sphere.

Related nodes

The following nodes are related or similar to the On Mouse Input 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 Over node
  • On Mouse Up node
  • On Mouse Up As Button node
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