Quick help on mouseleaving not always working when you do it too fast

Currently need a solution on how to make my mouseleave responses EVERYTIME i leave the button with my mouse. Basically a smooth transition.

1 Like

Could you provide us a script or example?

https://gyazo.com/f59a7f4b8f2c94732a81583e39d920f9

try doing this:

local Button = --put button here
Button.InputBegan:Connect(function(input)
	if input.UserInputType == Enum.UserInputType.MouseMovement then
		--do the mouse enter effect
	end
end)

Button.InputEnded:Connect(function(input)
          if input.UserInputType == Enum.UserInputType.MouseMovement then
			--do the mouse leave effect	
        end
end)

Don’t do this. Don’t connect your ended event inside your begin event. You’re going to spawn up several idle connections each time a player hovers which is going to be very bad. Memory leaks, bad practice and performance problems to ensue.

Instead, what you can do is either separate the two events from each other or use InputChanged. Two events is probably easier to work with at a negligible cost compared to one.

Button.InputBegan:Connect(function (inputObject)
    if inputObject.UserInputType == Enum.UserInputType.MouseMovement then
        -- _hoverEffect
    elseif inputObject.UserInputType == Enum.UserInputType.MouseButton1 then
        -- _clickCode
    end
end)

Button.InputEnded:Connect(function (inputObject)
    if inputObject.UserInputType == Enum.UserInputType.MouseMovement then
    -- _leaveEffect
    end
end)

-- Also:

Button.InputChanged:Connect(function (inputObject)
    if inputObject.UserInputType == Enum.UserInputType.MouseMovement then
        if inputObject.UserInputState == Enum.UserInputState.Begin then
            -- _hoverEffect
        else
            -- _leaveEffect
        end
    end
end)
3 Likes

I found a Module which might be some use to you:

I receive an error when doing this coding.
https://gyazo.com/6608b1c520f082cd7f2cbb8c598a6c83

My bad, I screwed up all the enums. Anything that is only Enum.Mouse, add Enum.UserInputType. I will fix the code sample up right now to reflect those changes.

1 Like