Help guide

Pointer, hover, and drag inputs

Updated June 20, 2026

Pointer, hover, and drag inputs

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Pointer motion is interactive, so it needs clear input boundaries, smoothing, fallbacks, and mobile behavior.

Where this fits

Input types

  • Pointer position can be mapped to normalized X/Y values, element-relative progress, distance, drag deltas, or velocity.
  • Hover and click state should usually set parameters or pulses, then downstream nodes decide what visual result changes.
  • Canvas pointer input should be scoped to the Canvas mount when the interaction is meant to affect rendered objects only.

Smoothing and thresholds

  • Use smoothing when raw pointer movement feels jittery, but keep smoothing low enough that the interface still feels responsive.
  • Use thresholds or gates for state changes that should not flicker near a boundary.
  • Separate raw input from authored motion values so the graph can be inspected and tuned without rewriting target nodes.

Mobile and accessibility behavior

  • Hover-only interactions need a touch fallback or a non-interactive visual state.
  • Drag interactions should not block page scroll unless the page intentionally owns that gesture.
  • Reduced-motion states should simplify pointer effects that produce large movement or constant visual noise.

Working sample slot

Pointer, hover, and drag inputs: This page reserves a sample location for a later verified example. Add the sample only after the source file, public page, validation output, and visual check all pass.

Faster Motion docs

Use these links to move between the guide set, the deeper reference pages, and the recipe planning pages. Verified working samples will be inserted after this documentation structure is reviewed.

Start

Surfaces

Reference

Start

DOM animation

Reference

Canvas animation

3D and procedural

Operations

Recipes

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Sunny Arora

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Sunny Arora

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