| name | uloop-simulate-keyboard |
| toolName | simulate-keyboard |
| description | Simulate keyboard input in PlayMode through Unity Input System. Use for key presses, holds (via Press --duration or KeyDown/KeyUp), releases, and game controls such as WASD or Space. Requires the Input System package (com.unity.inputsystem). |
Task
Simulate keyboard input on Unity PlayMode.
Workflow
- Ensure Unity is in PlayMode (use
uloop control-play-mode --action Play if not)
- Execute the needed
uloop simulate-keyboard commands
- Inspect the result with the lightest useful evidence: runtime state, logs, or a screenshot
- If exact-frame proof would reduce uncertainty, treat Pause Point inspection as an optional follow-up using the section below
- Report what happened and which evidence was used
Tool Reference
uloop simulate-keyboard --action <Press|KeyDown|KeyUp> --key <key> [options]
uloop simulate-keyboard --action ReleaseAll
Parameters
| Parameter | Type | Default | Description |
|---|
--action | enum | Press | Press - one-shot key tap (Down then Up), KeyDown - hold key down, KeyUp - release held key, ReleaseAll - force-release every tracked and device-pressed key (allowed while PlayMode is paused; use after a pause-point interruption leaves key state inconsistent) |
--key | string | (required except ReleaseAll) | Key name matching Input System Key enum (e.g. W, Space, LeftShift, A, Enter). Case-insensitive. Digit keys use Digit0-Digit9 or Numpad0-Numpad9, not bare 0-9. Not used by ReleaseAll. |
--duration | number | 0 | Hold duration in seconds for Press action (0 = one-shot tap, max 30). Ignored by KeyDown/KeyUp/ReleaseAll. |
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 |
ReleaseAll | Injects a release for every tracked and device-pressed key and resets the hold tracker; confirm the device via ReleasedKeyStates | Recover a clean keyboard state after a pause-point interruption |
There is no separate hold action: to hold a key, use Press --duration <seconds> (fixed-time hold) or KeyDown followed later by KeyUp (open-ended hold).
Use Press for edge-triggered keyboard code such as Keyboard.current.spaceKey.wasPressedThisFrame.
KeyDown emits one initial press edge, then only keeps the key held. It does not keep wasPressedThisFrame true while the key remains held.
If a successful Press or KeyDown leaves Keyboard.current.<key>.isPressed true but runtime state does not change, do not immediately rewrite the user's runtime code to isPressed. First verify that the target component is active during the command, that it polls input in the configured Input System update phase, and that a missed KeyDown edge is followed by KeyUp before retrying.
ReleaseAll is a recovery action, not part of normal gameplay simulation: after a pause-point interruption, bookkeeping and the Input System device can disagree, or a stale press latch can keep isPressed true after resume. ReleaseAll resets the tracker and injects a release for every such key; it works while Unity is still paused and does not clear pause-point captures. Success: true alone is not proof the device is clean: read ReleasedKeyStates in the response, and for any entry with DeviceIsPressedAfterRelease: true resume PlayMode (the deferred latch sync runs on the next gameplay input update) and re-check with pause-point-status, a log, or Keyboard.current.<key>.isPressed via execute-dynamic-code before sending the next key. For ordinary releases during gameplay simulation, keep using KeyUp.
Pause Point Inspection (Standard for E2E)
For standard frame proof when this input drives a state transition, follow the uloop-pause-point skill — it covers line placement and interruption semantics. Tool-specific note: if InterruptedByPausePoint: true, Unity is paused; for Press/KeyDown read PressDeliveredToGame before retrying (null on KeyUp). PressDeliveredToGame means the press was applied to the Input System; PressEdgeObserved says whether a gameplay update saw the press edge and can still be false after apply. Interruption detection covers the whole press lifetime: a pause landing while Press is holding the key (during the duration wait) also returns promptly with InterruptedByPausePoint: true, and the pause takes precedence even when the requested duration had already elapsed — treat such a response as the pause reporting in, not as a delivery failure. Clear inspection-only pause points (uloop clear-pause-point --all) before final validation. If a later key action still reports inconsistent state after an interruption, recover with --action ReleaseAll instead of retrying KeyUp.
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.
Examples
uloop simulate-keyboard --action Press --key W
uloop simulate-keyboard --action Press --key Space
uloop simulate-keyboard --action Press --key W --duration 2.0
uloop simulate-keyboard --action KeyDown --key LeftShift
uloop simulate-keyboard --action KeyDown --key W
uloop screenshot --capture-mode rendering
uloop simulate-keyboard --action KeyUp --key W
uloop simulate-keyboard --action KeyUp --key LeftShift
uloop simulate-keyboard --action ReleaseAll
Output
The response reports Success, Message, Action, and KeyName, plus the fields that
gate how to read a run: PressDeliveredToGame (on pause-point interruptions of Press /
KeyDown — read it before retrying), PressEdgeObserved (false means gameplay polling
most likely missed the edge — read the PressEdge* diagnostics before retrying, and check
pause-point-status first when a single-shot marker is armed), Warning (set when the
press edge was missed while the Unity Editor is unfocused — run uloop focus-window
before retrying), InterruptedByPausePoint/PausePointHits, and the ReleaseAll /
key-state readback fields. Field-by-field semantics and the PressEdge* diagnostics
table are in references/output.md beside this skill — read it before retrying any
input whose response looks inconsistent.
Prerequisites
- Unity must be in PlayMode.
Press/KeyDown/KeyUp additionally require PlayMode to be unpaused; ReleaseAll is allowed while paused.
- Input System package (
com.unity.inputsystem) must be installed; this tool only works with the New Input System.
- Game code must read input via Input System API (e.g.
Keyboard.current[Key.W].isPressed), not legacy Input.GetKey()