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Question by SterlingStudios · May 10, 2014 at 03:44 PM · shaderraycasthighlight

Raycast MouseOver: How to get it to go away when mouse is not over

Hi. I am making an indie horror game and I want the player puts their mouse over the object, it makes it highlighted. That part is fine. But I can't figure out why when I take my mouse off of the object, it goes back to a regular diffuse. Here is the code:

 function Update()
 {
    var hit : RaycastHit;
    var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
    if ( Physics.Raycast( ray, hit, 2 ) )
    {
       if ( hit.collider.gameObject.tag == "Highlightable" )
          hit.collider.gameObject.renderer.material.shader = Shader.Find ("Self-Illumin/Diffuse");
            
    }
 }
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Answer by jolo309 · May 10, 2014 at 04:31 PM

 function Update()
 {
    var hit : RaycastHit;
    var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
    if ( Physics.Raycast( ray, hit, 2 ) )
    {
       if ( hit.collider.gameObject.tag == "Highlightable" )
       {
          hit.collider.gameObject.renderer.material.shader = Shader.Find ("Self-Illumin/Diffuse");
       }
       else
       {
          hit.collider.gameObject.renderer.material.shader = Shader.Find ("Diffuse");
       }
    }
 }

Try that

EDIT: Now that i think it might not work, i can't think straight right now

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avatar image SterlingStudios · May 10, 2014 at 04:41 PM 0
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No, it didn't work :(. It did the same exact thing.

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Answer by ulissesparola · Oct 05, 2018 at 08:46 PM

Pretty late, but I did it this way in a 2D game and it's working:

 public class MouseController : MonoBehaviour
     {
         private GameObject _actualObject;
 
         void Update()
         {
             Vector2 point = Camera.main.ScreenToWorldPoint(Input.mousePosition);
 
             RaycastHit2D hit = Physics2D.Raycast(point , Vector2.zero, 0f);
 
             if (hit.collider != null)
             {
                 if (_actualObject == null)
                 {
                     _actualObject = hit.collider.gameObject;
                     _actualObject.GetComponent<MouseBehaviour>().MouseEnter();
                 }
                 else if (_actualObject != hit.collider.gameObject)
                 {
                     _actualObject.GetComponent<MouseBehaviour>().MouseExit();
                     _actualObject = hit.collider.gameObject;
                     _actualObject.GetComponent<MouseBehaviour>().MouseEnter();
                 }
             }
             else if (_actualObject != null)
             {
                 _actualObject.GetComponent<MouseBehaviour>().MouseExit();
                 _actualObject = null;
             }
         }
     }



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