HoverAnimation plays animations in response to pointer hover events on the object this component is attached to. The component automatically detects when the mouse pointer or touch enters/exits the object or any of its children, triggering the corresponding animations.

How It Works: The component listens to pointer enter and exit events and switches between two animation states:

  • Hover state: Plays when the pointer enters the object (default: scale up to 110%)
  • Idle state: Plays when the pointer exits the object (default: returns to original scale)

Default Behavior: If no custom animation clips are provided, the component automatically creates a smooth scale-up animation using the type, duration, and scaleFactor properties. This provides instant hover feedback without requiring any animation setup.

Custom Animations: You can provide your own animation clips for complete control over the hover effect. This allows you to create complex animations involving position, rotation, color changes, or any other animated property.

Common Use Cases:

  • Interactive buttons with scale feedback
  • Product showcases with highlight animations
  • Menu items with hover effects
  • Interactive 3D objects in AR/VR experiences
  • Call-to-action elements with attention-grabbing animations
const button = new Object3D();
button.addComponent(HoverAnimation, {
scaleFactor: 1.2, // Scale to 120% on hover
duration: 0.2, // 200ms animation
type: "ease-in-out" // Smooth easing
});
scene.add(button);
const obj = new Object3D();
const hoverAnim = loadAnimationClip("hover-glow.anim");
const idleAnim = loadAnimationClip("idle-pulse.anim");

obj.addComponent(HoverAnimation, {
hovered: hoverAnim, // Custom hover animation
idle: idleAnim // Custom idle animation
});
scene.add(obj);
gameObject.addComponent(HoverAnimation, {
scaleFactor: 1.15,
duration: 0.15,
type: "ease-out"
});
  • Animation - The underlying animation component used to play clips
  • AnimationClip - For creating custom animation clips
  • AnimationUtils - Utility functions for creating animations programmatically
  • ScaleClipType - Available easing types for the default scale animation
  • ObjectRaycaster - Controls which objects receive pointer events
  • PointerEvents - For more complex pointer interaction handling

Hierarchy (View Summary)

Properties

duration: number = 0.1

Duration of the default hover animation in seconds.

This controls how long it takes for the object to scale up when hovered. Shorter durations feel more responsive, while longer durations feel smoother.

Recommendations:

  • 0.1-0.15s: Snappy, responsive feel (good for buttons)
  • 0.2-0.3s: Smooth, noticeable animation
  • 0.4s+: Slow, emphasized effect

Note: This is only used when no custom hovered animation clip is provided. If you provide a custom animation clip, this property is ignored.

0.1
gameObject: GameObject

Reference to the GameObject this component is attached to This is a three.js Object3D with additional GameObject functionality

guid: string = "invalid"

Unique identifier for this component instance, used for finding and tracking components

hovered: null | AnimationClip = null

Custom animation clip to play when the pointer hovers over the object.

If null, the component automatically generates a scale-up animation based on the type, duration, and scaleFactor properties.

Provide a custom animation clip if you want more complex hover effects such as:

  • Color changes or material property animations
  • Position or rotation changes
  • Multi-property animations
  • Animations affecting child objects

Tip: The animation plays with a 0.1s fade duration for smooth transitions.

null (generates default scale animation)
idle: null | AnimationClip = null

Custom animation clip to play when the pointer is not hovering over the object (idle state).

If null, an empty animation clip is used, which returns the object to its original state when the hover animation ends.

You can provide a custom idle animation for effects such as:

  • Subtle breathing or floating motion when not hovered
  • Pulsing or glowing effects in idle state
  • Return-to-normal animations with custom easing
  • Looping ambient animations

Tip: The idle animation is played with loop: true, so it will repeat continuously until the object is hovered again.

null (uses empty clip that returns to original state)
scaleFactor: number = 1.1

The scale multiplier to apply when the object is hovered.

This value is multiplied with the object's original scale to determine the hover size. A value of 1.0 means no change, values greater than 1.0 scale up, and values less than 1.0 scale down.

Examples:

  • 1.0: No scale change
  • 1.1: Scale to 110% (subtle effect, default)
  • 1.2: Scale to 120% (noticeable effect)
  • 1.5: Scale to 150% (dramatic effect)
  • 0.9: Scale to 90% (shrink on hover)

Note: This is only used when no custom hovered animation clip is provided. If you provide a custom animation clip, this property is ignored.

1.1
sourceId?: string

Identifier for the source asset that created this component. For example, URL to the glTF file this component was loaded from

type: ScaleClipType = "linear"

The easing type for the default scale animation.

This property controls how the scale animation interpolates from the start to end value. Different easing types create different "feels" for the hover effect.

Available types:

  • "linear": Constant speed throughout the animation
  • "ease-in": Starts slow, ends fast
  • "ease-out": Starts fast, ends slow (good for responsive feel)
  • "ease-in-out": Starts slow, fast in middle, ends slow (smooth and natural)

Note: This is only used when no custom hovered animation clip is provided. If you provide a custom animation clip, this property is ignored.

ScaleClipType for all available easing types

"linear"

Accessors

  • get "[$componentName]"(): undefined | string

    Get the original component type name before minification (available if the component is registered in the TypeStore)

    Returns undefined | string

  • get activeAndEnabled(): boolean

    Checks if this component is currently active (enabled and part of an active GameObject hierarchy) Components that are inactive won't receive lifecycle method calls

    Returns boolean

    True if the component is enabled and all parent GameObjects are active

  • get context(): Context

    The context this component belongs to, providing access to the runtime environment including physics, timing utilities, camera, and scene

    Returns Context

  • set context(context: Context): void

    Parameters

    Returns void

  • get destroyed(): boolean

    Checks if this component has been destroyed

    Returns boolean

    True if the component or its GameObject has been destroyed

  • get enabled(): boolean

    Controls whether this component is enabled Disabled components don't receive lifecycle callbacks

    Returns boolean

  • set enabled(val: boolean): void

    Parameters

    • val: boolean

    Returns void

  • get forward(): Vector3

    Gets the forward direction vector (0,0,-1) of this component's GameObject in world space

    Returns Vector3

  • get layer(): number

    The layer value of the GameObject this component is attached to Used for visibility and physics filtering

    Returns number

  • get name(): string

    The name of the GameObject this component is attached to Used for debugging and finding objects

    Returns string

  • set name(str: string): void

    Parameters

    • str: string

    Returns void

  • get right(): Vector3

    Gets the right direction vector (1,0,0) of this component's GameObject in world space

    Returns Vector3

  • get scene(): Scene

    Shorthand accessor for the current scene from the context

    Returns Scene

    The scene this component belongs to

  • get static(): boolean

    Indicates whether the GameObject is marked as static Static objects typically don't move and can be optimized by the engine

    Returns boolean

  • set static(value: boolean): void

    Parameters

    • value: boolean

    Returns void

  • get tag(): string

    The tag of the GameObject this component is attached to Used for categorizing objects and efficient lookup

    Returns string

  • set tag(str: string): void

    Parameters

    • str: string

    Returns void

  • get up(): Vector3

    Gets the up direction vector (0,1,0) of this component's GameObject in world space

    Returns Vector3

  • get worldEuler(): Euler

    Gets the rotation of this component's GameObject in world space as Euler angles (in radians)

    Returns Euler

  • set worldEuler(val: Euler): void

    Sets the rotation of this component's GameObject in world space using Euler angles (in radians)

    Parameters

    • val: Euler

      The world rotation Euler angles to set

    Returns void

  • get worldPosition(): Vector3

    Gets the position of this component's GameObject in world space.
    Note: This is equivalent to calling this.gameObject.worldPosition

    Returns Vector3

  • set worldPosition(val: Vector3): void

    Sets the position of this component's GameObject in world space

    Parameters

    • val: Vector3

      The world position vector to set

    Returns void

  • get worldQuaternion(): Quaternion

    Gets the rotation of this component's GameObject in world space as a quaternion Note: This is equivalent to calling this.gameObject.worldQuaternion

    Returns Quaternion

  • set worldQuaternion(val: Quaternion): void

    Sets the rotation of this component's GameObject in world space using a quaternion

    Parameters

    • val: Quaternion

      The world rotation quaternion to set

    Returns void

  • get worldRotation(): Vector3

    Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
    Note: This is equivalent to calling this.gameObject.worldRotation

    Returns Vector3

  • set worldRotation(val: Vector3): void

    Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)

    Parameters

    • val: Vector3

      The world rotation vector to set (in degrees)

    Returns void

Methods

  • Registers an event listener for the specified event type

    Type Parameters

    Parameters

    • type: string

      The event type to listen for

    • listener: (evt: T) => any

      The callback function to execute when the event occurs

    Returns void

  • Called once when the component becomes active for the first time. This is the first lifecycle callback to be invoked

    Returns void

  • Destroys this component and removes it from its GameObject After destruction, the component will no longer receive lifecycle callbacks

    Returns void

  • Dispatches an event to all registered listeners

    Parameters

    • evt: Event

      The event object to dispatch

    Returns boolean

    Always returns false (standard implementation of EventTarget)

  • Called at the beginning of each frame before regular updates. Use for logic that needs to run before standard update callbacks.

    Returns void

  • Called after all update functions have been called. Use for calculations that depend on other components being updated first.

    Returns void

  • Called after the scene has been rendered. Use for post-processing or UI updates that should happen after rendering

    Returns void

  • Called immediately before the scene is rendered.

    Parameters

    • frame: null | XRFrame

      Current XRFrame if in an XR session, null otherwise

    Returns void

  • Called before an XR session is requested Use to modify session initialization parameters

    Parameters

    • mode: XRSessionMode

      The XR session mode being requested

    • args: XRSessionInit

      The session initialization parameters that can be modified

    Returns void

  • Called when this component's collider begins colliding with another collider.

    Parameters

    • col: Collision

      Information about the collision that occurred

    Returns any

  • Called when this component's collider stops colliding with another collider.

    Parameters

    • col: Collision

      Information about the collision that ended

    Returns any

  • Called each frame while this component's collider is colliding with another collider

    Parameters

    • col: Collision

      Information about the ongoing collision

    Returns any

  • Called when the component is destroyed. Use for cleanup operations like removing event listeners

    Returns void

  • Called every time the component becomes disabled or inactive in the hierarchy. Invoked when the component or any parent GameObject becomes invisible

    Returns void

  • Called every time the component becomes enabled or active in the hierarchy. Invoked after awake and before start.

    Returns void

  • Called when the context's pause state changes.

    Parameters

    • isPaused: boolean

      Whether the context is currently paused

    • wasPaused: boolean

      The previous pause state

    Returns void

  • Called when a pointer enters this component's GameObject

    Returns void

  • Called when a pointer exits this component's GameObject

    Returns void

  • Called when this component's trigger collider is entered by another collider

    Parameters

    • col: ICollider

      The collider that entered this trigger

    Returns any

  • Called when another collider exits this component's trigger collider

    Parameters

    • col: ICollider

      The collider that exited this trigger

    Returns any

  • Called each frame while another collider is inside this component's trigger collider

    Parameters

    • col: ICollider

      The collider that is inside this trigger

    Returns any

  • Called when a field decorated with @validate() is modified.

    Parameters

    • Optionalprop: string

      The name of the field that was changed

    Returns void

  • Removes a previously registered event listener

    Type Parameters

    Parameters

    • type: string

      The event type the listener was registered for

    • listener: (arg: T) => any

      The callback function to remove

    Returns void

  • Called when this component needs to remap guids after an instantiate operation.

    Parameters

    • guidsMap: GuidsMap

      Mapping from old guids to newly generated guids

    Returns void

  • Sets the position of this component's GameObject in world space using individual coordinates

    Parameters

    • x: number

      X-coordinate in world space

    • y: number

      Y-coordinate in world space

    • z: number

      Z-coordinate in world space

    Returns void

  • Sets the rotation of this component's GameObject in world space using quaternion components

    Parameters

    • x: number

      X component of the quaternion

    • y: number

      Y component of the quaternion

    • z: number

      Z component of the quaternion

    • w: number

      W component of the quaternion

    Returns void

  • Sets the rotation of this component's GameObject in world space using individual Euler angles

    Parameters

    • x: number

      X-axis rotation

    • y: number

      Y-axis rotation

    • z: number

      Z-axis rotation

    • degrees: boolean = true

      Whether the values are in degrees (true) or radians (false)

    Returns void

  • Called once at the beginning of the first frame after the component is enabled. Use for initialization that requires other components to be awake.

    Returns void

  • Starts a coroutine that can yield to wait for events. Coroutines allow for time-based sequencing of operations without blocking. Coroutines are based on generator functions, a JavaScript language feature.

    Parameters

    • routine: Generator

      Generator function to start

    • evt: FrameEvent = FrameEvent.Update

      Event to register the coroutine for (default: FrameEvent.Update)

    Returns Generator

    The generator function that can be used to stop the coroutine

    Time-based sequencing of operations

    *myCoroutine() {
    yield WaitForSeconds(1); // wait for 1 second
    yield WaitForFrames(10); // wait for 10 frames
    yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
    }

    Coroutine that logs a message every 5 frames

    onEnable() {
    this.startCoroutine(this.myCoroutine());
    }
    private *myCoroutine() {
    while(this.activeAndEnabled) {
    console.log("Hello World", this.context.time.frame);
    // wait for 5 frames
    for(let i = 0; i < 5; i++) yield;
    }
    }
  • Stops a coroutine that was previously started with startCoroutine

    Parameters

    • routine: Generator

      The routine to be stopped

    • evt: FrameEvent = FrameEvent.Update

      The frame event the routine was registered with

    Returns void

  • Determines if this component supports a specific XR mode

    Parameters

    • mode: XRSessionMode

      The XR session mode to check support for

    Returns boolean

    True if the component supports the specified mode

  • Called once per frame during the main update loop. The primary location for frame-based game logic.

    Returns void