Godot mouse click event reddit.
- Godot mouse click event reddit At the moment, every Area2D fires a signal for the input event. #pseudocode var right_click_yn : bool var left_click_yn : bool func _unhandled_event(event): if event is InputEventMouseButton: if event. Feb 7, 2021 · Extend the Button class, and create and emit custom signals when the button gets left-clicked or right-clicked. Godot detects the input events (mousedown, mouseup) but the behaviour is not what I expect. 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). 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. 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. 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). Any help appreciated. I set the Z-index of the CanvasLayer to 100, but to no avail. I want to be able to interact with the control node's items. Solved, Thank you func _input_event The official subreddit for the Godot Engine. I have the "Mouse -> Filter" selected to "Stop" in all nodes from the control node. The camera has some vectors which are its up and left vector (if I remember correctly). For this I imagine I would need code that runs in response to the input event but after all CollisionObject events. release_focus() and it'll have the same visual effect as of a mouse click. I have created a "_unhandled_input" function to catch when I click in space. mouse_hover to false. ) 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. We would like to show you a description here but the site won’t allow us. And once we have an approproate event, the corresponding function is called. Double click on this. I have a Sprite3D on which I project a control node with a SubViewport and a ViewportTexture. Here's some sample code using input_event and _unhandled_event (for Godot 3. mouse_hover=true. This you can use to calculate a 3D position. pressed: match event. This might or might not be your issue. ) 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. In my project, I use a state manager to handle/direct/block input events to whatever the 'active' parent scene is. extends AnimatedSprite signal clicked func _unhandled_input(event: InputEvent) -> void: if event. position = Vector2(100,100) evt. 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. Example using your code: scorpion. 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). global_position)): emit_signal("clicked") func getCurrentFrameRect() -> Rect2: var size = frames. 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. ” If “filter” is set to “stop” the mouse events won’t go any further. 0): extends Area2D var lifted = false func _unhandled_input(event): if event is InputEventMouseButton and not event. Testing of such things is necessary. Hi! I'm a week or so into learning Godot, with only minimal previous coding experience. 3. I would use that instead. 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 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. 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. Do not connect to signals mouse_entered and mouse_exited except you want something to happen there. Basically, if I click on a button regularly, nothing happens (except maybe the button gets focused). ) Catching mouse click events in console application ? Is there any way to get the mouse click event / position in c#. is_action_pressed() is for mapped keys. 2. 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. Instead just call the same function which processes the click. Something like this should work (assuming click is an input action for mouse button): . MOUSE_MODE_CAPTURED. get_size The official subreddit for the Godot Engine. Is… Here there is a mouse_entered signal. 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. gd in autoload, and then you would be able to Gamestate as class from any script. Also I wanted to make code cleaner. 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. 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. 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. Process is good for checking mouse movements and continuous motion (like directional keys) in a game for the lowest latency. It supports 1080p quality, backward compatible games, and XCloud titles. I decided to put the game into a custom viewport but turn out that it completely broke my mouse-click movement system. 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. They're simple Area2D's with collision shapes/collision polygons. I'm trying to use Input. ") However, to detect specifically a left (or right) mouse click, I prefer to go with: if (event. It I am trying to make an action happen when I left click a button and when I right click a button. mouse_mode = Input. I want this to keep printing until I release , it works perfectly with keyboard keys but not with the mouse . Think of it like a "screen". 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 . is_action_released("left_click") && event. 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 . The issue is that mouse button events are fired every frame that the click is changing. Because its a mouse click, you can also cast the var event to an InputEventMouseButton. parchment. (I also tried InputEventMouseButton which has the same problem; but allows me to rebind the mouse wheel. 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. The CollisionObject Class has Signals called "input_event", "mouse_entered", and "mouse_exited" which are emitted for the relevant mouse actions. Maybe, you right and it's premature optimization, I can't say. gd (enemy) class_name enemy extends Area2D func _on_input_event(_viewport, event, _shape_idx): if event is InputEventMouseButton: if event. On it's own when I tried to click the buttons, it works flawlessly. That's for one type of object, repeat that for currently two other object types, but will be more. If you click on an object you fly to that object. 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. 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. It's possible but a bit involved. 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). Input works based on an event system, so you can handle events or stop then from propagating. 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 . Select the Sprite node, go to the "Node" tab, and click "Attach Script. Say you decide to move the clicking area, then you have to remember to also move the simulated click location. 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. button\_index == MOUSE\_BUTTON\_LEFT and event. You only need input_event signal. pressed: lifted = false if lifted and event is InputEventMouseMotion: position += event. Problem is my setup is a 2D scene with a 3d scene overlaid via a viewport container. 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. InputEventKey doesn't recognise my mouse key presses and thus doesn't allow me to rebind actions to them. You are missing _input(event)and the fact that mouse wheels are actually interpreted as button presses. 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. This is a good approach, but instead of using a 1x1 picker you can use the intersect_point function. 4, gdscript : I have an Area2D with a circular collisionshape sending a signal on "input_event". I am sorry your experience was that bad but it's because you went about it the wrong way. 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. name == "weakened": Gamestate. x seems to be the last time it was working. If all you want to do is filter mouse events in the buttons before they reach the TileMap, then try get_tree(). unproject_position"). is_action_pressed("click"): if getCurrentFrameRect(). https://docs. 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. So I'm googled some tutorials and I found Hello. but it works , so I guess Im happy) in Godot 3. I have also tried directly checking the event as an InputEventMouseButton object, but I get the same results. button_index == MOUSE_BUTTON_LEFT and event. I set mine to “ignore” and that let the mouse click events the happen on the collision shapes in other nodes. 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. 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. click mouse to get group . 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. 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. I am using the input_event signal to capture a click. 1 stable, the code stopped working. 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. set_input_as_handled() OR: accept_event() inside the _buy and _sell methods. The buttons in the screens don't respond to mouse input. I can't find a way to do this since the CollisionObject. I tried creating an Area input_event. visible and Input. 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(). However with the release of 3. 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. pressed: if state_machine. ” Under “mouse” is “filter. According to the docs in 3. 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. I'm running into a strange issue. I'd like to set the position of map_player (Node2D) to wherever a click event occurs (in world space). I am using Godot 4. new() if interactableCursor. 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. But most other discrete events like mouse clicks, jumping, etc should be done in input. . I tried left click, right click, and middle click, they all have the same problem. So _input_event() is immediately followed by a spurious _mouse_exit(). if event is InputEventMouseButton func _gui_input(event:InputEvent): if event. Probably overkill on all, but if there is a control covering your "playing field" then that should be set to pass to avoid problems. button_index = BUTTON_LEFT evt. 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. 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. 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. 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. grab_focus(), then a quick await, then . I am looking for the "correct" way to pick 3D objects on mouse click. The normal _input events are triggered, just not seemingly gui related. Two events are fired because of the way the inheritance tree works. pressed \ and event. 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. 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. pressed = false get_tree(). When it comes to mouse inputs though, it's a whole other story. position of a mouse click to the appropriate world coordinates. Buttons in the UI have click already attached. 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. If I don't have the mouse click if statement, it will add 1 to the score when the mouse enters, which is fine. However, the mouse wheel button up/down releases are always detected, even when over the UI. new() evt. A community for discussion and support in development with the Godot game engine. 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. 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. 5. 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. get_button_index() == 1: right_click_yn = true if not event. Hiya all,I can't seem to get the correct mouse position ever since I added a viewport (scaled 6x). In my game the player has to click on various objects appearing on the screen. Jun 8, 2024 · Godot Version Godot 4. 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. To only fire the event once, add the qualifier "and event. 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. I have a 3D scene parchment. The left mouse button is only detected when the mouse is not over the UI node -- this is how I want it to work. - 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. You have to use vector math. 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 need to click for the pointer acting as a mouse on the pannel. If I am correct, if I click the Button, the action gets handled, but Input reacts even to handled actions. I have a game where when you click in empty space, you fly in that direction. pressed: left_click_yn = false right_click_yn = false func _input(event: InputEvent) -> void: if event is InputEventMouseButton and event. 3. There are many different types of input your game may use - keyboard, gamepad, mouse, etc. 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. 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). It is connected to mouse_entered of Area2D node. godotengine. This works. 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. The state manager also blocks/allows mouse events with MouseFilter. If the signals aren't attached I don't think _input_event is even called. You can end up with multiple input events even for a single physical input (just like with keyboard presses). 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. They way you describe your solution, it sounds like you were polling for the mouse input in _process by calling Input. has_point(to_local(event. Very undefined behavior imho. 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. 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. " Choose a location to save the script and give it a name (e. Then you check the input for a mouse click and send a signal out when it is clicked. I'm trying to use the gamepad controller to click on UI buttons and sliders in my game's menu, and while Input. So, if I click the intersected area show in in red below, the left tree should detect the click, not the right. with mouse click for the first time. position)): _on_sprite_pressed() func _on_sprite_pressed The official subreddit for the Godot Engine. This can be a bit buggy though and a bit limiting give the node an Area2D and use the area2D to detect mouse click. button_index: MOUSE_BUTTON_LEFT: left_click. 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 . 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). How can I fix this? Someone please help. 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. tscn node tree and attached script. 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. 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. ") 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. 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. : Overlapped collision areas. The problem is when the areas are overlapping, all of them detect the click and launch their respective actions. The event would be passed to the _unhandled_input_event callback instead. 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. 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. tscn with an attached script for detecting mouse click events on StaticBody3D. emit() MOUSE_BUTTON_RIGHT: right_click. 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. 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. 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. is_action_just_pressed(“Interaction”): click_event. The idea was to check event only when it's required. You do not need to track mouse enter and leave for a RTE/RPG style click to walk character to that location. 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. is_action_pressed(). Hi, When I get the global_position of the mouse, this presumably returns the screen position of the mouse. Basically the idea is that: _input(event) is only called when an InputEvent is sent by the OS. 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. scancode = key InputMap. However, it seems like if I unfocus the game, and then click a button to refocus the game, the buttons do work. is_action_pressed("my_mouse_click_action"): print(get_name() + " was clicked. buzzmandt . Do the same for the mouse_exited event except set self. 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 then I run into a trap. 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. 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. Whenever I click on a UI element or scroll it, these clicks impact the viewport that's behind the UI elements. 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 can test this by setting up a 2D scene with an area2D and a GUI element. Input. 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. Here you can do self. 5 onward. In the receiving method I just… The official subreddit for the Godot Engine. input_event(evt) It really depends on your specific project and how you like it to set up. In Godot 4: gui_input. _input_event only works if the Area2D receives the input, there is no way to receive an input that doesn't touch it. It looks like it stopped working in Godot 3. One event for when the button is pressed and one for when it is released. I've really struggled to convert the event. I'm looking for a way to handle the input so that only the object with the highest z_index is triggered. but this feels way to convoluted. 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. pressed" to the end of the if line where you check the object class. You can gamestate. 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. 2) The official subreddit for the Godot Engine. is_pressed():` `slot_data. is_pressed() and event. 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. I'm currently using Godot Godot 3. It was a Button. new() event. You have the vector of your center part of your camera. But I'm uncertain how to stop Godot's focus commands (eg, tabbing between button elements) from sneaking through to control nodes. But you may want it if you want to highlight your units/characters as soon as cursor is over them. 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. 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. 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. 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. 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. 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. I also tried replacing the mouse but still got the same error no matter using is_action_just_pressed or is_action_just_released. 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 don't understand why it's not reading the mouse click and doing the code inside. get_frame(animation, frame). 4. _input_event is last in the event tree. 1 when I use MOUSE_MODE_CONFINED. Thank you so much! (Using Godot 3. The official subreddit for the Godot Engine. `elif event is InputEventMouseButton:` `var click_event : InputEventMouseButton = event;` `if not click_event. is_action_pressed("right_click") checks whether the "right click" action is currently pressed. g. 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. 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. To know if the mouse is over the node when the mouse is clicked, use an Area2D node with a child CollisionShape2D node. org/en/stable/classes/class_collisionobject. 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. Select the MeshInstance again and click Connect. pressed = true get_tree(). , "ClickableSprite"). - and many different ways to turn those inputs into actions in your game. get_button_index() == 0: left_click_yn = true elif event. There’s no real need to simulate a click here. 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 want my button to change it's content (it just hide some children and show other children) when the pointer is hovering it. Same goes for an input_event on a collision shape. (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. 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. My code looks like this: Get app Get the Reddit app The official subreddit for the Godot Engine. 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). 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. html#class-collisionobject In this tutorial, you'll learn how to use Godot's InputEvent system to capture player input. But when I place it on top of a level which is a Node2D with player, tiles, enemies, etc; it doesn't work. 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. Here’s how I’ve gotten it to work so far: var click_event = InputEventMouseButton. 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. current_state. No the mouse events don't seem to reach the collider. 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. connect(_on_Button_gui_input) if event is InputEventMouseButton and event. 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. pressed and event. Next time, I'll write more appropriate about my intentions The official subreddit for the Godot Engine. input_event(evt) evt. I haven't used this enough to be positive, but I think this is only the case if nothing else captured an event. 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. 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. 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. fno sipbb yczb xpek swyhp kjebhp phmpmj qhns lao eti