| name | uloop-simulate-keyboard |
| description | Simulate keyboard input in PlayMode through Unity Input System. Use for key presses, holds, releases, and game controls such as WASD or Space. |
| context | fork |
Task
Simulate keyboard input on Unity PlayMode: $ARGUMENTS
Workflow
- Ensure Unity is in PlayMode (use
npx --yes uloop-cli@2.2.0 control-play-mode --action Play if not)
- Execute the appropriate
npx --yes uloop-cli@2.2.0 simulate-keyboard command
- Take a screenshot to verify the result:
npx --yes uloop-cli@2.2.0 screenshot --capture-mode rendering
- Report what happened
Tool Reference
npx --yes uloop-cli@2.2.0 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
KeyDown fails if the key is already held
KeyUp fails 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 separate KeyDown calls, then sleep <seconds> between them and the KeyUp calls.
Global Options
| Option | Description |
|---|
--project-path <path> | Optional. Use only when the target Unity project is not the current directory. |
Examples
npx --yes uloop-cli@2.2.0 simulate-keyboard --action Press --key W
npx --yes uloop-cli@2.2.0 simulate-keyboard --action Press --key Space
npx --yes uloop-cli@2.2.0 simulate-keyboard --action Press --key W --duration 2.0
npx --yes uloop-cli@2.2.0 simulate-keyboard --action KeyDown --key LeftShift
npx --yes uloop-cli@2.2.0 simulate-keyboard --action KeyDown --key W
npx --yes uloop-cli@2.2.0 screenshot --capture-mode rendering
npx --yes uloop-cli@2.2.0 simulate-keyboard --action KeyUp --key W
npx --yes uloop-cli@2.2.0 simulate-keyboard --action KeyUp --key LeftShift
Output
Returns JSON with:
Success (boolean): Whether the action succeeded (e.g. KeyDown on a not-yet-held key, KeyUp on a currently-held key, or Press round-trip)
Message (string): Description of what happened or why it failed
Action (string): The --action value that was applied (Press, KeyDown, or KeyUp)
KeyName (string, nullable): The key that was acted on; may be null when 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 legacy Input.GetKey()