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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:

  1. 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).
  2. Wire On Hover into Hover Animate's trigger.
  3. 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?.