Godot mouse click event reddit.

Godot mouse click event reddit I added an Area3D and a collision shape that is as big as the sprite which I use to capture click events (and with "camera. combined that with on mouse button click down, release, or pressed input event to make a click detection Hey all! Sorry if this is a newb question. If I add a camera directly to this scene, I can see (via the output terminal) that the expected method is being called when the object is clicked and clicks outside of the object's area are ignored. connect(_on_Button_gui_input) if event is InputEventMouseButton and event. It looks like it stopped working in Godot 3. pressed = true get_tree(). How can I get the world position relative to the current Camera in the scene? You can also generate a mouse button click event like so: var evt = InputEventMouseButton. parse_input_event() works for trigger a click in func _unhandled_input(event) and func _input(event) none of the buttons, sliders or checkboxes respond to the simulated clicks. 3. is_action_pressed("click"): if getCurrentFrameRect(). Same goes for an input_event on a collision shape. get_button_index() == 0: left_click_yn = true elif event. ) I don’t know this addon, but you can use the _unhandled_input method on some node near the root of your tree to capture any mouse click events that aren’t captured by anything else and use that to advance the dialogue, presumably through whatever API the addon exposes. I want to be able to interact with the control node's items. get_button_index() == 1: right_click_yn = true if not event. click mouse to get group . I’ve noticed that if the mouse moves before the click event, things are handled differently than you just keeping the mouse in the same position and clicking again. The state manager also blocks/allows mouse events with MouseFilter. func _gui_input(event): if event is InputEventMouseButton: accept_event() However, inside my main game the gui does not function, the mouse cursor does not seem to change and the _gui_input event doesn't trigger. godotengine. I'm looking for a way to handle the input so that only the object with the highest z_index is triggered. Two events are fired because of the way the inheritance tree works. Meet your fellow game developers as well as engine contributors, stay up to date on Godot news, and share your projects extends Sprite2D func _input(event) : if event is InputEventMouseButton and event. Do the same for the mouse_exited event except set self. I have attached the signal for the button to my script using pressed() but that seems to only get called when the left mouse button is used. 4. The idea was to check event only when it's required. button_index: MOUSE_BUTTON_LEFT: left_click. x seems to be the last time it was working. org/en/stable/classes/class_collisionobject. Select the MeshInstance again and click Connect. I checked that I have mouse filter set to Stop, and cant find any other solution except some reference in docs saying that I have to inherit from This is close, but it will print "Clicked!" even if the mouse was not over the sprite. This might or might not be your issue. pressed: if state_machine. Then, because the mouse never actually exited, Godot thinks the mouse has What I would like to do is detect a mouse click in the area of the Collider2d - but only for the top most sprite. ") They also have a "gui_input" signal, which is emitted at the same time as _gui_input (you don't need to use _gui_input for this to work), carrying the event to whatever method it is connected to. Can I process the click event without using signals? If not, how would you suggest implementing/checking card names? Here is my code: I have a parent Node with 3 children . ) I tried this out but every instance of the object registered a left click event at the same time- func _input(event): if event is InputEventMouseButton && event. is_action_just_pressed("Right_Click"): selected = true When I press the left mouse button to click on a button, what methods / ways are there, so my attack that is also on the left mouse button does not get triggered? I feel like this is one of those basics, that I need to brush up on. I'm want my button to change it's content (it just hide some children and show other children) when the pointer is hovering it. emit() MOUSE_BUTTON_RIGHT: right_click. mouse_hover=true. If you check for left mouse clicks for example, then _input will always be called, but unhandled_input will only be called when you click the area, not the GUI. button_index = BUTTON_LEFT evt. current_state. This happens while not touching the mouse at all: func _on_Control_gui_input(event): var mouse_movement var leftclick if event is… Currently I'm facing some problems with the click to continue mechanic. force_drag() and emit a left click event when releasing the right click button: I may be missing something, but it doesn't look like Mouse Click event passthrough to the Operating System (especially Windows) works in Godot 4. I'm currently using Godot Godot 3. So I moved to _UnhandledInput and processed my events This works fine with keyboard keys (CTRL, X, H, whatever :P) but I am struggling to rebind the mouse keys (left and right click mostly). As far as I know the only way to tell a control node to not mark an Input event as handled is to set the ignore mouse setting true, which tells the node to ignore all mouse action and not respond to the mouse. In my game the player has to click on various objects appearing on the screen. func _input(event): var dragging = false var sprite_radius = 40 # This is saying, the button index which is extending from InputEventMouseButton # is the left mouse button if event is InputEventMouseButton and event. grab_focus(), then a quick await, then . button_index == BUTTON_LEFT: print ("Unit %s was selected" % (unit_id)) Update: just needed to enable pickable property of the node func _input(event): if event. 3. But when I place it on top of a level which is a Node2D with player, tiles, enemies, etc; it doesn't work. MOUSE_MODE_CAPTURED. Hi, When I get the global_position of the mouse, this presumably returns the screen position of the mouse. Whenever I click on a UI element or scroll it, these clicks impact the viewport that's behind the UI elements. input_event(evt) It really depends on your specific project and how you like it to set up. They way you describe your solution, it sounds like you were polling for the mouse input in _process by calling Input. 2 Problem I’m trying to create a virtual mouse cursor that works for clicking on objects in the world as well as for UI interaction. 4, gdscript : I have an Area2D with a circular collisionshape sending a signal on "input_event". It's pretty common in visual novels to click anywhere on the screen to advance the dialogue, which I implemented in my game by having a variable called click_to_continue and checking if it is true before using the mouse input to go to the next dialogue. Is… Here there is a mouse_entered signal. gd in autoload, and then you would be able to Gamestate as class from any script. You can test this by setting up a 2D scene with an area2D and a GUI element. is_action_pressed("right_click") checks whether the "right click" action is currently pressed. Any help appreciated. I am implementing a n-puzzle in the console with a ascii image, and i wanted to know if there is a way to know where the user is click on the ascii image. To map your key go to project settings > input mapping (second option) then add a value with name ui_leftMouseClick then set its key value to a left click. To know if the mouse is over the node when the mouse is clicked, use an Area2D node with a child CollisionShape2D node. I decided to put the game into a custom viewport but turn out that it completely broke my mouse-click movement system. I have a 3D scene parchment. Input works based on an event system, so you can handle events or stop then from propagating. So _input_event() is immediately followed by a spurious _mouse_exit(). In the script, you can use the _input function to detect mouse clicks: if I’m using instanced control nodes, sometimes I’ll use the built in _input_event function to detect a mouse click directly. The event would be passed to the _unhandled_input_event callback instead. I wanna click anywhere in the parent Node and the children too but this has no effect because the children "cover" the parent: func _input(event): if event is InputEventMouseButton: if event. According to the docs in 3. In my project, I use a state manager to handle/direct/block input events to whatever the 'active' parent scene is. The default drag and drop behavior is intended to work only with the left mouse button but it's possible to force the drag with Control. I'm trying to get myself familiar with the environment, inputs, signals The objective: On mouse click select the object and add it to the character's bag on 2nd mouse click remove it from the bag so on so forth. Double click on this. I gave that a try in a few places, in the Control node itself under _ready, then unhandled input, then in similar places in the SubViewport and the 3D node when referencing the Control node but it still doesn't seem to react to my mouse until Input. is_pressed() and event. I've got a shop menu scene (Control-node based UI) that's set to pop up, but I keep clicking on underlying separate scene objects (Sprite2D) underneath of it. Maybe, you right and it's premature optimization, I can't say. The official unofficial subreddit for Elite Dangerous, we even have devs lurking the sub! Elite Dangerous brings gaming’s original open world adventure to the modern generation with a stunning recreation of the entire Milky Way galaxy. Example using your code: scorpion. 1 when I use MOUSE_MODE_CONFINED. I'm trying to use the gamepad controller to click on UI buttons and sliders in my game's menu, and while Input. I have a Sprite3D on which I project a control node with a SubViewport and a ViewportTexture. We would like to show you a description here but the site won’t allow us. pressed: match event. A community for discussion and support in development with the Godot game engine. I've really struggled to convert the event. If all you want to do is filter mouse events in the buttons before they reach the TileMap, then try get_tree(). parchment. You can use the Sprite's regular _input callback or use an Area2D's collision detection to do it, and you can do it per Sprite (putting the logic/nodes within the scene for a Sprite where that scene is in your TileSet's scene) or you can put the logic on the TileMap itself (so it knows where you clicked within it, and it does the calculations for the cell position of the clicked location Hello fellow game developers, It's my first attempt at creating a game, and I'm trying to figure things out to the best of my ability. So I made a signal to the instanced cookie scene func _on_Cookie_mouse_entered(): and in that, I have the if mouse click statement, but it doesn't work. This works. Something like this should work (assuming click is an input action for mouse button): . in an FPS if the player moves his mouse the player must turn immediately and not at some angular speed (60 degrees per second) so you do it there). Very undefined behavior imho. This is similar to method 2, but you have more control over an Are2D and tend to encounter less bugs The official subreddit for the Godot Engine. I would use that instead. I have created a "_unhandled_input" function to catch when I click in space. I am trying to compose a system where you can right click on an item which will then bring up a box which would have some options. It I am trying to make an action happen when I left click a button and when I right click a button. new() event. extends AnimatedSprite signal clicked func _unhandled_input(event: InputEvent) -> void: if event. I'd like to set the position of map_player (Node2D) to wherever a click event occurs (in world space). Testing of such things is necessary. buzzmandt . It was a Button. However, it seems like if I unfocus the game, and then click a button to refocus the game, the buttons do work. You have to use vector math. progress = false;` This function is what I want to execute when my mouse has pressed a button and while still pressed and I move my mouse to an Area2D. There's a few things of note You can do mouse event passthrough on the Area2D One thing I found that works well if you have a UI control that you want to use with a nonstandard key (like for example if you're using a gamepad and mouse supporting game) is you can actually call . pressed: lifted = false if lifted and event is InputEventMouseMotion: position += event. Also I wanted to make code cleaner. Buttons in the UI have click already attached. Simplest approach i can think off is to keep a second Area2D covering the entire map (with a lower priority) that will run the "place_arrow" code instead of the "track_object" code. Solved, Thank you func _input_event The official subreddit for the Godot Engine. In the following example, in the event of mouse movement, we check if the mouse pointer hovers above any hotspots and if so, keep track of them in an array (Godot 4): Hey, just wanted to say that this doesn't quite work, but it helped me greatly in setting up a working solution: const keyActions = { forward = [KEY_I, KEY_UP], } const buttonActions = { fireWeapon = [BUTTON_LEFT], useSight = [BUTTON_RIGHT], } func _ready(): for action in keyActions: for key in keyActions[action]: var event = InputEventKey. Like when I click, and do nothing else, it only fires once, but when I'm moving or looking around, it fires full auto. You only need input_event signal. get_frame(animation, frame). 5. _input_event is last in the event tree. I assume what is happening is that the on-click signal is broadcasting to every single one, but I have no idea how to implement this idea without using signals or attaching an ID to each card for the signal to check. html#class-collisionobject In this tutorial, you'll learn how to use Godot's InputEvent system to capture player input. They're simple Area2D's with collision shapes/collision polygons. is_pressed():` `slot_data. new() evt. There are many different types of input your game may use - keyboard, gamepad, mouse, etc. The more optimal way would be to check the mouse position inside the Object, to see if it inside manually if it is overlapping the collision shape. button_index == MOUSE_BUTTON_LEFT: This comes with the issue that you either catch any mouse events in every sprite and have to check in each and every one of them, whether the mouse position is on the sprite - or you do it in a parent node The official subreddit for the Godot Engine. I am using the input_event signal to capture a click. position of a mouse click to the appropriate world coordinates. I am currently using mouse clicks to change the state of my game however I am finding that multiple events are fired causing the state of my game to change too fast. You can gamestate. scancode = key InputMap. One event for when the button is pressed and one for when it is released. Jun 8, 2024 · Godot Version Godot 4. 1 stable, the code stopped working. The normal _input events are triggered, just not seemingly gui related. My code looks like this: Get app Get the Reddit app The official subreddit for the Godot Engine. In Godot 4: gui_input. Functionally speaking, InterfaceButtonInfrastructure is a button that opens a (scroll container with therein a grid) container that shows all keys from a dictionary as texture buttons. Aug 22, 2024 · To overcome this, I’ve tried putting the mouse input code inside of _input () but it raises another issue where if I click on the Button the button is triggered alongside the mouse input (which places Sprite2D in mouse position) basically 1 mouse click event triggering 2 actions. So, if I click the intersected area show in in red below, the left tree should detect the click, not the right. - and many different ways to turn those inputs into actions in your game. Although I have a solid foundation in IT and programming, I'm encountering some challenges that I can't seem to solve on my own. , "ClickableSprite"). To only fire the event once, add the qualifier "and event. if I create a 3d scene with a MeshInstance->Area->ColliderShape with a signal to a c# script it all works great the script receives the mouse input when I click on the collider. I don't understand why it's not reading the mouse click and doing the code inside. This you can use to calculate a 3D position. . At the moment, every Area2D fires a signal for the input event. I am sorry your experience was that bad but it's because you went about it the wrong way. _input_event only works if the Area2D receives the input, there is no way to receive an input that doesn't touch it. `elif event is InputEventMouseButton:` `var click_event : InputEventMouseButton = event;` `if not click_event. pressed" to the end of the if line where you check the object class. I set the Z-index of the CanvasLayer to 100, but to no avail. Basically the idea is that: _input(event) is only called when an InputEvent is sent by the OS. emit() In Godot 3: Im having a problem with buttons on my game, if I click on it, the event continues and it is also interpreted as a click on terrain, causing some problems (like current target being unselected). You are missing _input(event)and the fact that mouse wheels are actually interpreted as button presses. is_action_pressed(). relative func _input_event(viewport, event, shape_idx): if event Under the control in the inspector is a section for “mouse. The code editor should open and a function _on_StaticBody_mouse_entered will be created. The problem is when the areas are overlapping, all of them detect the click and launch their respective actions. The problem I'm facing currently is that, when you double click, the context menu is toggling twice, since the menu popup is listening for any mouse click release events. The issue is that mouse button events are fired every frame that the click is changing. And it's not only my button that doesn't click, I tried remaking the menus with the base godot's button and it also doesn't click. If I don't have the mouse click if statement, it will add 1 to the score when the mouse enters, which is fine. with mouse click for the first time. It supports 1080p quality, backward compatible games, and XCloud titles. See what your fellow developers are up to, get help or advice for your own projects, and be notified about updates (fixes, changes, new features, etc. add_action(action This wouldn't really be a Godot limitation Are you sure? Because I spend some time on this today and in my experimentations I noticed you can quite easily get the relative mouse position beyond the game window, unfortunately only if you physically click (a generated click won't work) with your mouse inside the project window area, and then hold the mouse button while you move your mouse When it comes to keyboard events, control node layers doesn't matter since your mouse position is out of the question (you can click a button to make the game do something as long as the window is focused, control node input filters are irrelevant in this case). Then change func _input(): to: func _unhandled_input(event): The way events are sent, they are sent to the following in order: any _input() functions I'm trying to create a game playable purely with the mouse (and preferably only left click) that would allow the player to click a single time and place an object as well as click and move the mouse to drag the camera around. However, the mouse wheel button up/down releases are always detected, even when over the UI. The camera has some vectors which are its up and left vector (if I remember correctly). Here you can do self. I had a simple mouse click movement that detect a position and mouse click position and stop it when my character reach the mouse click position. I also tried replacing the mouse but still got the same error no matter using is_action_just_pressed or is_action_just_released. Yeah, just the pressed isn't working, the hover works just fine, it changes color, makes the sound when the mouse enters, it just don't click. It is connected to mouse_entered of Area2D node. I have a dream for a small game but the bitesize chunk I'm stuck on rn is getting a player sprite to move to a selected tile. I tried left click, right click, and middle click, they all have the same problem. I have a game where when you click in empty space, you fly in that direction. 2) When I press the left mouse button to click on a button, what methods / ways are there, so my attack that is also on the left mouse button does not get triggered? I feel like this is one of those basics, that I need to brush up on. If you click on an object you fly to that object. #pseudocode var right_click_yn : bool var left_click_yn : bool func _unhandled_event(event): if event is InputEventMouseButton: if event. pressed: left_click_yn = false right_click_yn = false func _input(event: InputEvent) -> void: if event is InputEventMouseButton and event. I need to click for the pointer acting as a mouse on the pannel. I am using Godot 4. unproject_position"). But I'm uncertain how to stop Godot's focus commands (eg, tabbing between button elements) from sneaking through to control nodes. Edit: To connect the signal, click on the "Node" tab (beside the "Inspector" tab), double click on input_event, then in the window that pops up select the Area2D node (or the node that contains your script) and click on the "Connect" button. You can move your mouse over the buttons which makes them modulate their colour, and you can click on the buttons to do some things. position)): _on_sprite_pressed() func _on_sprite_pressed The official subreddit for the Godot Engine. is_action_just_pressed(“Interaction”): click_event. No the mouse events don't seem to reach the collider. (in the Plants vs Zombies example, you only want one sun to be collected per mouse click, even though the mouse could be on top of both suns at the same time) In this situation, having the nodes consume the event is a way to avoid propagating it to other nodes after the first node reacts to it. What I'm trying to achieve: On click, pull up menu for the building you clicked On double_click() stop sending units from the building you double clicked Hey everyone I'm fairly new to Godot and GDScript. but it doesn't hurt to check # if the event is a mouse click before asking if it is a To that end, I've added an Area2D and collider, and in each object, I set a variable called mouseOver, so when the click event is fired in _Input, I check the mouseOver variable first, because without that, all the objects are fired. input_event(evt) evt. Hi! I'm a week or so into learning Godot, with only minimal previous coding experience. I set mine to “ignore” and that let the mouse click events the happen on the collision shapes in other nodes. Problem: If I call set_input_as_handled() at any point, then Godot's built-in object picking step (the last box in the input flowchart) never runs, and Godot thinks the mouse has exited the object. The CollisionObject Class has Signals called "input_event", "mouse_entered", and "mouse_exited" which are emitted for the relevant mouse actions. g running is time dependent : you run at 1m per second for example ) while in the event side you would do things that are time independent (e. And on a second note: It's also worth trying to use an area node to capture input on that specific thing you're trying to click instead of doing it manually. but this feels way to convoluted. gd (enemy) class_name enemy extends Area2D func _on_input_event(_viewport, event, _shape_idx): if event is InputEventMouseButton: if event. mouse_mode = Input. Meet your fellow game developers as well as engine contributors, stay up to date on Godot news, and share your projects and resources with each other. I'm trying to use Input. Problem is my setup is a 2D scene with a 3d scene overlaid via a viewport container. Select the Sprite node, go to the "Node" tab, and click "Attach Script. button_index = MOUSE_BUTTON_LEFT get_viewport Get the Reddit app Scan this QR code to download the app now It happens to me in Godot 4. is_action_pressed on the left mouse button to make a weapon fire in full-auto, but it only seems to work when I'm also activating another input or moving the mouse around. I am looking for the "correct" way to pick 3D objects on mouse click. get_size The official subreddit for the Godot Engine. InputEventKey doesn't recognise my mouse key presses and thus doesn't allow me to rebind actions to them. Basically, if I click on a button regularly, nothing happens (except maybe the button gets focused). But most other discrete events like mouse clicks, jumping, etc should be done in input. I have one main node, with a Camera2D node (this Camera2D has a script to allow zooming and panning the view), and I have objects placed into the scene tree. pressed and event. However with the release of 3. Here's some sample code using input_event and _unhandled_event (for Godot 3. I haven't used this enough to be positive, but I think this is only the case if nothing else captured an event. I'm running into a strange issue. : Overlapped collision areas. Input. destroy(self) The XBPlay app lets you stream your Xbox One or Series X/S console to your Android, iOS, Mac, Windows, Linux AndroidTV, or FireTV device. is_action_pressed() is for mapped keys. button\_index == MOUSE\_BUTTON\_LEFT and event. " Choose a location to save the script and give it a name (e. g. The buttons in the screens don't respond to mouse input. 0): extends Area2D var lifted = false func _unhandled_input(event): if event is InputEventMouseButton and not event. tscn with an attached script for detecting mouse click events on StaticBody3D. ") However, to detect specifically a left (or right) mouse click, I prefer to go with: if (event. But then I run into a trap. visible and Input. Thank you so much! (Using Godot 3. button_index == BUTTON_LEFT): print("Wow, a left mouse click") Aug 2, 2023 · I encountered a strange problem - when the mouse is moving quickly and clicked, the click event is triggered twice. Think of it like a "screen". This is a good approach, but instead of using a 1x1 picker you can use the intersect_point function. It's possible but a bit involved. pressed \ and event. I was trying to make a right-click PopupMenu where I could select the behavior of the left-click, but when I try to change the behavior, it always triggers a left-click event outside of the menu as well as inside. But you may want it if you want to highlight your units/characters as soon as cursor is over them. How can I fix this? Someone please help. Here’s how I’ve gotten it to work so far: var click_event = InputEventMouseButton. if event is InputEventMouseButton func _gui_input(event:InputEvent): if event. name == "weakened": Gamestate. The left mouse button is only detected when the mouse is not over the UI node -- this is how I want it to work. So you can use that in _process(delta) to check whether it is currently pressed or not without using your own variable to keep track of that. i tried to make it shoot with _unhandled_input(event) at all and i can't make it work either, thats my code: func _unhandled_input(event): if event is InputEventMouseButton \ and event. Thank! As u/sheepandshepherd mentioned, there is a quite convenient way to detect a mouse click: if event is InputEventMouseButton: print("It is a mouse click. - the kinematicbody2d has a script with an _input(event) that checks a custom input from my input map (device 0, mouse button left click) - this seems to work since when I click on the kinematicbody2d the desired result happens however, I decided to click all over the screen and the desired result still happens no matter where I click Godot buttons do not work properly. pressed = false get_tree(). I have also tried directly checking the event as an InputEventMouseButton object, but I get the same results. I need the mouse position to allow me to update a raycast's "cast_to", yet whatever I've tried has either led it to being completely off, or instead at a seemingly arbitrary offset (see video). I'm having a strange issue trying to have an area2d register whenever I click it with a mouse, to make a simple game where you Click the thing! For some reason (shown in the included video) everything works fine in the area2d's scene. There’s no real need to simulate a click here. Ths is the scene: Scene As far as I know, the mouse left click is equivalent to touching the screen, so if I created my game using left mouse click, and it did behave the same way. Is there something except control nodes that potentially could block the signal? Or could there be a setting for the mouse that i've changed by accident? create click detection everything that inherits collisionObject2d should have a mouse entered signal. To detect a right click I am using an area 2D with this code: func _on_Area2D_input_event(viewport, event, shape_idx): if Input. When it comes to mouse inputs though, it's a whole other story. button_index == MOUSE_BUTTON_LEFT: # This is saying, the given sprite's position should update to the # mouse's position when it the area2d node is connected with input_event, also the collisionpolygon2d is "above" all other nodes and it detects the signals. If I am correct, if I click the Button, the action gets handled, but Input reacts even to handled actions. I can't find a way to do this since the CollisionObject. position = Vector2(100,100) evt. new() if interactableCursor. Because its a mouse click, you can also cast the var event to an InputEventMouseButton. I’ve added print statements to both event handlers and sometimes the first event is from the Area, sometimes it’s from the collision object. You can end up with multiple input events even for a single physical input (just like with keyboard presses). My other option would be to add code in the main scene to ignore any event until the user selects something, but the less code I have to write the better, so I was wondering if I'm doing something wrong with these nodes. Cheers, I would like to fetch a mouse click on an Area2D, but the click is not fetched when the mouse entering the area the event is fired correctly. You have the vector of your center part of your camera. So if you want to react when that happens, without having to ask the OS all the time if something happened, that's the right one to use. I tried creating an Area input_event. Next time, I'll write more appropriate about my intentions The official subreddit for the Godot Engine. 5 onward. On it's own when I tried to click the buttons, it works flawlessly. In the receiving method I just… The official subreddit for the Godot Engine. 2) The official subreddit for the Godot Engine. The problem is that I need to click on viewport2d in 3D object or nothing happens, and if the pointer exit the viewport, I need to reclick. Feb 7, 2021 · Extend the Button class, and create and emit custom signals when the button gets left-clicked or right-clicked. release_focus() and it'll have the same visual effect as of a mouse click. ” Under “mouse” is “filter. button_index == MOUSE_BUTTON_LEFT and event. I have the "Mouse -> Filter" selected to "Stop" in all nodes from the control node. mouse_hover to false. https://docs. 1 I should be able to prevent clicks on a GUI button from falling through the game below it by using the _unhandled_input in the game, and accepting or marking the event as "handled" in the GUI, and this should work, as long as the button is lower in the scene tree than the game (as events start from the bottom). Probably overkill on all, but if there is a control covering your "playing field" then that should be set to pass to avoid problems. Instead just call the same function which processes the click. So I'm googled some tutorials and I found Hello. and idea I've had, is to give all relevent units an area 2d node, and have it run an event when mouse entered / exited and sending that info to somekind of master node I can then referece to tell over which object I currently am. is_action_released("left_click") && event. For this I imagine I would need code that runs in response to the input event but after all CollisionObject events. (I also tried InputEventMouseButton which has the same problem; but allows me to rebind the mouse wheel. The official subreddit for the Godot Engine. button_index == MOUSE_BUTTON_LEFT: shoot() it doesn't trigger shoot() function at all this way The difference is time, you must use polling to do time specific tasks (e. My game reacts to Mouse Button down and up actions, so clicking on a Button UI makes actions in my game, which is not something I like. You do not need to track mouse enter and leave for a RTE/RPG style click to walk character to that location. This can be a bit buggy though and a bit limiting give the node an Area2D and use the area2D to detect mouse click. pressed and onit == true: func _on_mouse_entered(): onit = true I previously tried to capture the event with _input(ev) and then change a var zoom that would cause _physics_process to zoom (basically if mouse wheel up: zoom = 10, elif mouse wheel down: zoom = -10, else: zoom = 0) however by the time _physics_process was called this zoom was always back at 0 (it had fell into the last else). button_index == MOUSE_BUTTON_LEFT: # Camera2D Anchor Mode must be set to FixedTopLeft for this to work, feel free to adapt the pressed detection if get_rect(). Process is good for checking mouse movements and continuous motion (like directional keys) in a game for the lowest latency. global_position)): emit_signal("clicked") func getCurrentFrameRect() -> Rect2: var size = frames. Then you check the input for a mouse click and send a signal out when it is clicked. set_input_as_handled() OR: accept_event() inside the _buy and _sell methods. has_point(to_local(event. And once we have an approproate event, the corresponding function is called. but it works , so I guess Im happy) in Godot 3. Godot detects the input events (mousedown, mouseup) but the behaviour is not what I expect. is_action("player_shoot"): print("!") I enabled the input process in the _ready function , all what this does is print the "!" only when the mouse is pressed and released , IE two times per click . ) Catching mouse click events in console application ? Is there any way to get the mouse click event / position in c#. I want this to keep printing until I release , it works perfectly with keyboard keys but not with the mouse . is_action_pressed("my_mouse_click_action"): print(get_name() + " was clicked. 2. So when I try to scroll a list of assets, I end up also zooming out the viewport, when I'm clicking on a UI element I end up clicking on a grid behind it as well, selecting my objects. Is there a way to make the PopupMenu the only thing that responds to mouse inputs while it is open? Hi all, I am pretty new with godot. I mean there is no other way of a (control node) Button to consume completely a mouse click before the TouchScreenButton receives it right? (it looks like no matter what I do there is no way to consume a click before TouchScreenButton receives it, so I have to ignore the mouse click by doing the above . Hiya all,I can't seem to get the correct mouse position ever since I added a viewport (scaled 6x). ” If “filter” is set to “stop” the mouse events won’t go any further. Do not connect to signals mouse_entered and mouse_exited except you want something to happen there. tscn node tree and attached script. If the signals aren't attached I don't think _input_event is even called. Say you decide to move the clicking area, then you have to remember to also move the simulated click location. That's for one type of object, repeat that for currently two other object types, but will be more. mmd reeli pkjur thg uofz fkglwgm wjdgvgb xeoifs fge tnfge