On Hover
Fires when a player's pointer goes over its object, leaves it, or stays high while it is over — the mouse in Interact, the crosshair in Play, a tap on a phone, the laser in VR. The bell that swings when you point at it, the sign that lights up as you look at it.
Since 1.64.
Output: event (wire it into an Object Selector to say which object it watches, and into whatever should react — a Hover Animate, a Highlight on, a Game Sound)
Inputs
| Handle | Type | Meaning |
|---|---|---|
| enabled | boolean | wire a boolean to switch it; unwired = on |
Parameters
| Parameter | Default | Meaning |
|---|---|---|
| on | enter | enter = the pointer arrives on the object; leave = it goes off it; over = high the whole time it stays (re-stamped every 0.25 s) |
| who | anyone | anyone = any player's pointer, and the pulse is shared with every peer (everyone sees the bell swing); me = only your own pointer, and the pulse stays on your device |
| cooldown | 0 | seconds before it can fire again (0 – 10) |
| pulse | 0.3 | how long the pulse stays high (seconds) |
How it works
It never fires in Edit: hovering is a Play and Interact thing, so building around the object does not set it off. In a headset the controller laser counts; on a phone a tap on the object is a hover. Wire it into an Object Selector, or put it in the object's own flow to watch that object.
Practical example
A bell that swings when anyone points at it:
- Select the bell. In its own flow add On Hover (on enter, who anyone, cooldown 0.5) and a Hover Animate (style swing, mode energy, sound start, ring).
- Wire On Hover into Hover Animate's trigger.
- Press Play and sweep the crosshair over it: it swings and rings, the same for everyone.
The Bell recipe builds this (plus a click and a knock) in one step.
It does not fire?
The card's live line says why — blocked: still in its cooldown, blocked: "enabled" is off, won't fire: in Edit mode (use Play). See Why did this not fire?.