We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

“When hovered” doesn’t detect trigger changes

Home Forums Puzzles “When hovered” doesn’t detect trigger changes

Viewing 2 posts - 1 through 2 (of 2 total)
  • Author
  • #74282


    First of all I would like to thank you all for the great piece of sotware you guys put in place! The unreal engine of 3d web apps for sure!

    My issue is the following :

    – I have an invisible trigger that allows objects to slide in and out when I hover in and out of it.

    -When I click on that trigger, the trigger disappears, the objects goes to its original position and a second animation is played out (the object “explodes”).

    -The problem comes when I dont move my mouse after having clicked the trigger: the “hover over” event is still active, even if the trigger disappeared, as if it did not recognize the change that happened in the scene. As soon as the cursor is moved, it recognizes the fact that the trigger is not there and then everything plays out normally (“out event” is played out).

    This is really annoying because it can break the animation sequence when the user dosent move his mouse.

    From what I understand, the hover event doesn’t recognize changes in the scene. I was wondering if there are ways around this issue, maybe a way to move the curser automatically after a click, or to reset the hover event.

    I can provide a file if needed.

    Thank you very much and have a good day!


    when hovered reacts on the “mousemove” event only. no moving -> no reaction -> no action.

    Hint: There is no need to perform “out” actions if the trigger is invisible. Perform them right after hiding the trigger. Use logic puzzles.

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

Viewing 2 posts - 1 through 2 (of 2 total)
  • You must be logged in to reply to this topic.