Agent Skills: uloop replay-input

Replay recorded PlayMode keyboard and mouse input. Use for exact gameplay reproduction, E2E runs, or consistent demos from JSON recordings.

UncategorizedID: hatayama/uLoopMCP/uloop-replay-input

Install this agent skill to your local

pnpm dlx add-skill https://github.com/hatayama/unity-cli-loop/tree/HEAD/.agents/skills/uloop-replay-input

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.agents/skills/uloop-replay-input/SKILL.md

Skill Metadata

Name
uloop-replay-input
Description
"Replay recorded PlayMode keyboard and mouse input. Use for exact gameplay reproduction, E2E runs, or consistent demos from JSON recordings."

uloop replay-input

Replay recorded keyboard and mouse input during PlayMode. Loads a JSON recording and injects input frame-by-frame via Input System with zero CLI overhead. Supports looping and progress monitoring.

Usage

# Start replay (auto-detect latest recording)
uloop replay-input --action Start

# Start replay with specific file
uloop replay-input --action Start --input-path scripts/my-play.json

# Start replay with looping
uloop replay-input --action Start --loop true

# Check replay progress
uloop replay-input --action Status

# Stop replay
uloop replay-input --action Stop

Parameters

| Parameter | Type | Default | Description | |-----------|------|---------|-------------| | --action | enum | Start | Start, Stop, Status | | --input-path | string | auto | JSON path. Auto-detects latest in .uloop/outputs/InputRecordings/ | | --show-overlay | boolean | true | Show replay progress overlay | | --loop | boolean | false | Loop continuously |

Deterministic Replay

Replay injects the exact same input frame-by-frame, but the game must also be deterministic to produce identical results. If replay output must be compared across runs, read references/deterministic-replay.md before interpreting failures.

Prerequisites

  • Unity must be in PlayMode
  • Input System package must be installed (com.unity.inputsystem)
  • Use this only when the project already uses the New Input System.

Output

Returns JSON with:

  • Success: Whether the operation succeeded
  • Message: Status message
  • Action: Echoes which action was executed (Start, Stop, or Status)
  • InputPath: Path to recording file (nullable string; populated on Start only)
  • CurrentFrame: Current replay frame index (nullable int)
  • TotalFrames: Total frames in the recording (nullable int)
  • Progress: Replay progress (nullable float in 0.0 – 1.0)
  • IsReplaying: Whether replay is currently active (nullable bool)

These are the only eight fields. There is no LoopCount, ElapsedSeconds, OverlayVisible, or per-frame inspection data in the response.