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    • The interface
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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
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    • Custom Events
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    • Capture user input in an application
      • Capture input using the Input Manager
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      • 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
    • 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
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      • Custom C# node attributes reference
    • Create a Custom Scripting Event node
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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
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        • On Mouse Input
        • On Mouse Over
        • On Mouse Up As Button
        • On Mouse Up
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On Mouse Up As Button node

Note

The On Mouse Up As Button 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 As Button 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.

To trigger the On Mouse Up As Button node, the user must release their mouse button over the same Collider they clicked. If you want the user to trigger the node after they release their mouse button at any location in your application, use the On Mouse Up node instead.

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

Fuzzy finder category

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

Inputs

The On Mouse Up As Button node has one input port:

Name Type Description
Target GameObject The GameObject the user must click and release with their mouse button to trigger the node.

Additional node settings

The On Mouse Up As Button node has additional settings. Access these settings from the Graph Inspector:

[!includenodes-coroutine

Outputs

The On Mouse Up As Button 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 As Button node runs as a coroutine to load a new scene after the user clicks and releases their mouse button over the Target GameObject. The Script Graph loads the scene, makes the graph wait until the scene loads, then sets the loaded scene as the active scene in the application.

An image of the Graph window. An On Mouse Up As Button node has its Target set to This and is set to run as a coroutine. Its Trigger output port connects to the Invoke input port on a Scene Manager Load Scene node. The Load Scene node loads the scene from Scene Build Index 1, with an inline value. Its Exit output port connects to the Enter input port on a Wait Until node. The Wait Until node waits until a Scene Is Loaded node returns True as its Condition input. When Is Loaded returns True, the Wait Until node's Exit output port triggers the Invoke input port on a Scene Manager Get Scene At node. The Get Scene At node gets the scene from Index 1 with an inline value. Its Exit output port connects to the Invoke input port on a Scene Manager Set Active Scene node. The Set Active Scene node takes the Result scene output from the Get Scene At node and changes the active scene in the application.

When the application starts, the active scene contains a plane with three spheres.

An image of the Game view, that displays a simple plane with three red spheres.

After the Script Graph runs, the scene changes to a plane with a single cube.

An image of the Game view, that displays a simple plane with a single red cube.

Related nodes

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