Task
Simulate mouse input via Input System in Unity PlayMode: $ARGUMENTS
Workflow
- Ensure Unity is in PlayMode (use
uloop control-play-mode --action Playif not) - For Click/LongPress: determine the target Game View input position from annotated
SimX/SimY, raycast-gridInputX/InputY, or raw image pixels converted withScreenshotToInputFormula - Execute the appropriate
uloop simulate-mouse-inputcommand - Take a screenshot to verify the result:
uloop screenshot --capture-mode rendering - Report what happened
Tool Reference
uloop simulate-mouse-input --action <action> [options]
Parameters
| Parameter | Type | Default | Description |
|-----------|------|---------|-------------|
| --action | enum | Click | Click, LongPress, MoveDelta, SmoothDelta, Scroll |
| --x | number | 0 | Target X position in Game View pixels (origin: top-left). Used by Click and LongPress. Use AnnotatedElements[].SimX, RaycastGridPoints[].InputX, or raw image pixels converted with ScreenshotToInputFormula. |
| --y | number | 0 | Target Y position in Game View pixels (origin: top-left). Used by Click and LongPress. Use AnnotatedElements[].SimY, RaycastGridPoints[].InputY, or raw image pixels converted with ScreenshotToInputFormula. |
| --button | enum | Left | Mouse button: Left, Right, Middle. Used by Click and LongPress. |
| --duration | number | 0 | Hold duration for LongPress, or interpolation duration for SmoothDelta (seconds). For Click, 0 = one-shot tap. |
| --delta-x | number | 0 | Delta X in pixels for MoveDelta/SmoothDelta. Positive = right. |
| --delta-y | number | 0 | Delta Y in pixels for MoveDelta/SmoothDelta. Positive = up. |
| --scroll-x | number | 0 | Horizontal scroll delta for Scroll action. |
| --scroll-y | number | 0 | Vertical scroll delta for Scroll action. Typically 120 per notch. |
Actions
| Action | What it injects | Description |
|--------|----------------|-------------|
| Click | Mouse.current button press → release | Inject a button click so game logic detects wasPressedThisFrame |
| LongPress | Mouse.current button press → hold → release | Hold a button for --duration seconds |
| MoveDelta | Mouse.current.delta | Inject mouse movement delta one-shot (e.g. for FPS camera look) |
| SmoothDelta | Mouse.current.delta (per-frame) | Inject mouse delta smoothly over --duration seconds (human-like camera pan) |
| Scroll | Mouse.current.scroll | Inject scroll wheel input (e.g. for hotbar or zoom) |
Global Options (optional)
| Option | Description |
|--------|-------------|
| --project-path <path> | Optional. Use only when the target Unity project is not the current directory. |
When to use this vs simulate-mouse-ui
| Scenario | Tool |
|----------|------|
| Click a Unity UI Button (IPointerClickHandler) | simulate-mouse-ui |
| Destroy a block in Minecraft (reads Mouse.current.leftButton) | simulate-mouse-input when the project uses the New Input System |
| Place a block with right-click | simulate-mouse-input --button Right when the project uses the New Input System |
| Drag a UI slider | simulate-mouse-ui --action Drag |
| Look around with mouse (FPS camera) | simulate-mouse-input --action MoveDelta when the project uses the New Input System |
| Scroll hotbar slots | simulate-mouse-input --action Scroll when the project uses the New Input System |
Examples
# Left-click at the Game View center (for game logic)
uloop simulate-mouse-input --action Click --x 400 --y 300
# Right-click at screen center (e.g. place block)
uloop simulate-mouse-input --action Click --x 400 --y 300 --button Right
# Hold left-click for 2 seconds (e.g. mine block)
uloop simulate-mouse-input --action LongPress --x 400 --y 300 --duration 2.0
# Look right (FPS camera)
uloop simulate-mouse-input --action MoveDelta --delta-x 100 --delta-y 0
# Scroll up (e.g. previous hotbar slot)
uloop simulate-mouse-input --action Scroll --scroll-y 120
# Scroll down (e.g. next hotbar slot)
uloop simulate-mouse-input --action Scroll --scroll-y -120
# Smooth camera pan right over 0.5 seconds
uloop simulate-mouse-input --action SmoothDelta --delta-x 300 --delta-y 0 --duration 0.5
Coordinate System
--x/--yuse top-left Game View coordinates.- Raw image pixels from
uloop screenshot --capture-mode renderingmust be converted withScreenshotToInputFormula. AnnotatedElements[].SimX/SimYandRaycastGridPoints[].InputX/InputYcan be passed directly to this tool.- Do not flip Y in the caller. The tool converts internally for Unity Input System:
unity_x = input_x
unity_y = gameViewHeight - input_y
Mouse.current.positionuses bottom-left Unity coordinates, so the value read inside Unity may show the converted Y.
Prerequisites
- Unity must be in PlayMode
- Input System package must be installed (
com.unity.inputsystem) - Game code must read input via Input System API (e.g.
Mouse.current.leftButton.wasPressedThisFrame) - Use this only when the project already uses the New Input System.
Output
Returns JSON with:
Success: Whether the operation succeededMessage: Status messageAction: Echoes which action was executed (Click,LongPress,MoveDelta,SmoothDelta, orScroll)Button: Which button was used (nullable string; populated forClick/LongPress, null otherwise)PositionX/PositionY: Target top-left Game View coordinates (nullable float; populated forClick/LongPress)InputCoordinateSystem:"top-left-game-view"for click/long-press coordinatesUnityCoordinateSystem:"bottom-left-game-view"for the injectedMouse.current.positionGameViewWidth/GameViewHeight: Game View size used for conversionInputPositionX/InputPositionY: Coordinates received from the callerInjectedUnityPositionX/InjectedUnityPositionY: Coordinates injected intoMouse.current.positionCoordinateConversionFormula: Conversion formula used by the tool
Verify visual outcome with a follow-up screenshot.