| name | uloop-simulate-mouse-input |
| description | Simulate mouse input in PlayMode via Input System. Injects button clicks, mouse delta, and scroll wheel directly into Mouse.current. Use when you need to: (1) Click in games that read Mouse.current.leftButton.wasPressedThisFrame, (2) Right-click for actions like block placement, (3) Inject mouse delta for FPS camera control, (4) Inject scroll wheel for hotbar switching or zoom. For UI elements with IPointerClickHandler, use simulate-mouse-ui instead. |
| 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 screen position (use
uloop screenshot to find coordinates)
- 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 (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 (all optional, mutually exclusive)
Usually not needed — the CLI auto-detects the Unity project from the current working directory.
| Option | Description |
|---|
--project-path <path> | Override auto-detection to target a specific Unity project |
-p, --port <port> | Specify Unity TCP port directly |
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 |
| Place a block with right-click | simulate-mouse-input --button Right |
| Drag a UI slider | simulate-mouse-ui --action Drag |
| Look around with mouse (FPS camera) | simulate-mouse-input --action MoveDelta |
| Scroll hotbar slots | simulate-mouse-input --action Scroll |
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
Prerequisites
- Unity must be in PlayMode
- Input System package must be installed (
com.unity.inputsystem)
- Active Input Handling must be set to
Input System Package (New) or Both in Player Settings
- Game code must read input via Input System API (e.g.
Mouse.current.leftButton.wasPressedThisFrame)