@sprite-1 said:
Wouldn't having a loop continuously running put a tax on performance?
Yes, but that's the nature of game development - it's a loop-based application. If you want to know when a Node is under the mouse, you have to determine that somehow. That means running a loop and checking for each Node's position, checking the physics state, using raycasts, etc. You're going to "loop" somehow, it's just a matter of how and when. I wouldn't really worry about performance unless it became a huge deal. If you're dealing with just a few objects, then it shouldn't be too much of a problem.