OnMouseOver Problem

public class ButtonTrigger : MonoBehaviour {
public GameObject karakter;
public GameObject ButtonLevel1;

    private void OnMouseOver()
    {
        if (Input.GetMouseButton(0))
        {
            karakter.SetActive(true);
            ButtonLevel1.SetActive(true);
        }
    }

    private void OnMouseOver2()
    {
        if (Input.GetMouseButton(0))
        {
            //...
        }
    }
}

hello I have 3 buttons in the form of 3 dimensions. so I use onmouseover to be able to move to the next scene.
but what about the correct code? because I entered the onmouseover code for three buttons in one code he can’t, do I have to separate it?127731-bu.jpg

yes all objects already have collider

my problem is on the if-statement, I can’t make it read, when I click object 1 or 2 or 3, please help me

First I would check with a print if it enters the function:

private void OnMouseOver()
     {
         print(gameObject.name);
     }

If that doesn’t work, check colliders and check the script is on each button.

That should work, you don’t need to separate the code.

Tell me if that works, pls!

What I would do is something like this:

using UnityEngine;
using UnityEngine.Events;

//Attach this to all three buttons
public class TriggerButton : MonoBehaviour 
{
	public CustomEvent onMouseDown;

	private void Awake()
	{
		//Register StandardAction() function to the listener.
		//This is an example using code to add the listener
		//But you can also drag and drop in the editor just like the UI button actions.
		//This way you can use this script for multiple purposes
		onMouseDown.AddListener(StandardAction);
	}

	private void Update()
	{
		if(Input.GetMouseButtonDown(0))
		{
			//Invokes all functions that were registered to the listener
			onMouseDown.Invoke();
		}
	}

	//Your stuff
	private void StandardAction()
	{
		Debug.Log("DO YOUR OWN STUFF HERE :D");
	}
}

//This is to make the event appear in the editor
[System.Serializable]
public class CustomEvent : UnityEvent {}

You should handle Input methods (like GetMouseButton) inside Update or FixedUpdate in general. You could try to move your logic inside OnMouseDown instead (anyway “OnMouseOver” doesn’t exist, I suppose you meant “OnMouseEnter”).