Task
Simulate keyboard input on Unity PlayMode: $ARGUMENTS
Workflow
- Ensure Unity is in PlayMode (use
uloop control-play-mode --action Playif not) - Execute the appropriate
uloop simulate-keyboardcommand - Take a screenshot to verify the result:
uloop screenshot --capture-mode rendering - Report what happened
Tool Reference
uloop simulate-keyboard --action <action> --key <key> [options]
Parameters
| Parameter | Type | Default | Description |
|-----------|------|---------|-------------|
| --action | enum | Press | Press, KeyDown, KeyUp |
| --key | string | (required) | Key name matching Input System Key enum (e.g. W, Space, LeftShift, A, Enter). Case-insensitive. |
| --duration | number | 0 | Hold duration in seconds for Press action (0 = one-shot tap). Ignored by KeyDown/KeyUp. |
Actions
| Action | Behavior | Use Case |
|--------|----------|----------|
| Press | KeyDown → wait → KeyUp | One-shot tap (jump, use item) |
| KeyDown | KeyDown only (held until KeyUp) | Start continuous movement, hold sprint |
| KeyUp | KeyUp only (release held key) | Stop movement, release sprint |
KeyDown/KeyUp Rules
KeyDownfails if the key is already heldKeyUpfails if the key is not currently held- Multiple keys can be held simultaneously (e.g. W + LeftShift for sprint)
- All held keys are automatically released when PlayMode exits
- To hold a key for a fixed duration, prefer
--action Press --duration <seconds>(one-shot, blocks until release). For multi-key holds (e.g. Shift+W), issue separateKeyDowncalls, thensleep <seconds>between them and theKeyUpcalls.
Global Options
| Option | Description |
|--------|-------------|
| --project-path <path> | Optional. Use only when the target Unity project is not the current directory. |
Examples
# One-shot key press (tap W once)
uloop simulate-keyboard --action Press --key W
# Jump (tap Space)
uloop simulate-keyboard --action Press --key Space
# Hold W for 2 seconds (move forward)
uloop simulate-keyboard --action Press --key W --duration 2.0
# Sprint forward (hold Shift + W, then release)
uloop simulate-keyboard --action KeyDown --key LeftShift
uloop simulate-keyboard --action KeyDown --key W
uloop screenshot --capture-mode rendering
uloop simulate-keyboard --action KeyUp --key W
uloop simulate-keyboard --action KeyUp --key LeftShift
Output
Returns JSON with:
Success(boolean): Whether the action succeeded (e.g.KeyDownon a not-yet-held key,KeyUpon a currently-held key, orPressround-trip)Message(string): Description of what happened or why it failedAction(string): The--actionvalue that was applied (Press,KeyDown, orKeyUp)KeyName(string, nullable): The key that was acted on; may benullwhen the action could not resolve a key
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.
- Game code must read input via Input System API (e.g.
Keyboard.current[Key.W].isPressed), not legacyInput.GetKey()