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 screen position (use
uloop screenshotto find coordinates) - 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 (origin: top-left). Used by Click and LongPress. |
--y |
number | 0 |
Target Y position (origin: top-left). Used by Click and LongPress. |
--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 screen 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
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: Target X coordinate (nullable float; populated forClick/LongPress)PositionY: Target Y coordinate (nullable float; populated forClick/LongPress)
These are the only six fields. There is no DeltaX, DeltaY, ScrollX, ScrollY, Duration, or hit-element field in the response — only the issued action, button, and target position are echoed back. Verify visual outcome with a follow-up screenshot.