| name | 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. |
| context | fork |
Task
Simulate mouse input via Input System in Unity PlayMode: $ARGUMENTS
Workflow
- Ensure Unity is in PlayMode (use
uloop control-play-mode --action Play if not)
- 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
- Execute the appropriate
uloop simulate-mouse-input command
- 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
uloop simulate-mouse-input --action Click --x 400 --y 300
uloop simulate-mouse-input --action Click --x 400 --y 300 --button Right
uloop simulate-mouse-input --action LongPress --x 400 --y 300 --duration 2.0
uloop simulate-mouse-input --action MoveDelta --delta-x 100 --delta-y 0
uloop simulate-mouse-input --action Scroll --scroll-y 120
uloop simulate-mouse-input --action Scroll --scroll-y -120
uloop 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
uloop 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:
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.