# Hover functionality with THREE.points and raycaster

**URL:** <https://discourse.threejs.org/t/hover-functionality-with-three-points-and-raycaster/53978>\
**Category:** Questions\
**Tags:** point, react-three, react-threedrei, points, orbit-controls, raycaster\
**Created:** [July 17, 2023, 5:23am UTC](https://discourse.threejs.org/t/hover-functionality-with-three-points-and-raycaster/53978 "2023-07-17T05:23:49Z")\
**Posts on this page:** 1\
**Showing post:** 2

<div class="post-metadata">

**Author:** ![Fennec](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/fennec/32/59265_2.png) [@Fennec](https://discourse.threejs.org/u/Fennec)\
**Post date:** [July 17, 2023, 6:27am UTC](https://discourse.threejs.org/t/hover-functionality-with-three-points-and-raycaster/53978/2 "2023-07-17T06:27:38Z")

</div>

Not sure if it’s related, but I had a similar problem a while ago. It was related to the geometry’s bounding sphere. Basically you have to update the `<Particles />` geometry bounding sphere after each update.

> [@Raycaster don't intersect with geometry points after updating the position vertices](https://discourse.threejs.org/t/raycaster-dont-intersect-with-geometry-points-after-updating-the-position-vertices/37858/2):
>
> The raycasting logic uses the bounding sphere of geometries for better performance. If you change the position of vertices, you should always recompute it. Updated fiddle: [three.js ~ example ~ Mr.doob - JSFiddle - Code Playground](https://jsfiddle.net/1evwn7m4/2/) You eventually need points.geometry.computeBoundingSphere(); in your endMove() function.

---

_[View the full topic](https://discourse.threejs.org/t/hover-functionality-with-three-points-and-raycaster/53978)._
