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uloop-simulate-mouse-input

Simulate Mouse.current input in PlayMode through Unity Input System. Use for gameplay clicks, mouse delta, or scroll; use simulate-mouse-ui for EventSystem UI elements.

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Haruma-K/UnityScreenNavigator
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August 18, 2026 at 12:58
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uloop-simulate-mouse-input
description
Simulate Mouse.current input in PlayMode through Unity Input System. Use for gameplay clicks, mouse delta, or scroll; use simulate-mouse-ui for EventSystem UI elements.
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# Task Simulate mouse input via Input System in Unity PlayMode: $ARGUMENTS ## Workflow 1. Ensure Unity is in PlayMode (use `npx --yes uloop-cli@2.2.0 control-play-mode --action Play` if not) 2. For Click/LongPress: determine the target Game View input position from annotated `SimX`/`SimY`, raycast-grid `InputX`/`InputY`, or raw image pixels converted with `ScreenshotToInputFormula` 3. Execute the appropriate `npx --yes uloop-cli@2.2.0 simulate-mouse-input` command 4. Take a screenshot to verify the result: `npx --yes uloop-cli@2.2.0 screenshot --capture-mode rendering` 5. Report what happened ## Tool Reference ```bash npx --yes uloop-cli@2.2.0 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 ```bash # Left-click at the Game View center (for game logic) npx --yes uloop-cli@2.2.0 simulate-mouse-input --action Click --x 400 --y 300 # Right-click at screen center (e.g. place block) npx --yes uloop-cli@2.2.0 simulate-mouse-input --action Click --x 400 --y 300 --button Right # Hold left-click for 2 seconds (e.g. mine block) npx --yes uloop-cli@2.2.0 simulate-mouse-input --action LongPress --x 400 --y 300 --duration 2.0 # Look right (FPS camera) npx --yes uloop-cli@2.2.0 simulate-mouse-input --action MoveDelta --delta-x 100 --delta-y 0 # Scroll up (e.g. previous hotbar slot) npx --yes uloop-cli@2.2.0 simulate-mouse-input --action Scroll --scroll-y 120 # Scroll down (e.g. next hotbar slot) npx --yes uloop-cli@2.2.0 simulate-mouse-input --action Scroll --scroll-y -120 # Smooth camera pan right over 0.5 seconds npx --yes uloop-cli@2.2.0 simulate-mouse-input --action SmoothDelta --delta-x 300 --delta-y 0 --duration 0.5 ``` ## Coordinate System - `--x` / `--y` use **top-left Game View coordinates**. - Raw image pixels from `npx --yes uloop-cli@2.2.0 screenshot --capture-mode rendering` must be converted with `ScreenshotToInputFormula`. - `AnnotatedElements[].SimX/SimY` and `RaycastGridPoints[].InputX/InputY` can be passed directly to this tool. - Do not flip Y in the caller. The tool converts internally for Unity Input System: ```text unity_x = input_x unity_y = gameViewHeight - input_y ``` - `Mouse.current.position` uses 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 succeeded - `Message`: Status message - `Action`: Echoes which action was executed (`Click`, `LongPress`, `MoveDelta`, `SmoothDelta`, or `Scroll`) - `Button`: Which button was used (nullable string; populated for `Click` / `LongPress`, null otherwise) - `PositionX` / `PositionY`: Target top-left Game View coordinates (nullable float; populated for `Click` / `LongPress`) - `InputCoordinateSystem`: `"top-left-game-view"` for click/long-press coordinates - `UnityCoordinateSystem`: `"bottom-left-game-view"` for the injected `Mouse.current.position` - `GameViewWidth` / `GameViewHeight`: Game View size used for conversion - `InputPositionX` / `InputPositionY`: Coordinates received from the caller - `InjectedUnityPositionX` / `InjectedUnityPositionY`: Coordinates injected into `Mouse.current.position` - `CoordinateConversionFormula`: Conversion formula used by the tool Verify visual outcome with a follow-up screenshot.
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