| name | uloop-simulate-keyboard |
| toolName | 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
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 <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 |
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.
Pause Point Inspection (Standard for E2E)
For standard frame proof when this input drives a state transition, follow the uloop-wait-for-pause-point skill. Place markers after the app consumed the key, not immediately after simulate-keyboard.
- If
InterruptedByPausePoint: true, Unity is paused and input bookkeeping was released. PausePointId and PausePointHitCount identify the marker. PressEdgeObserved is still reported on pause-point interruptions.
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
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
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
InterruptedByPausePoint (boolean): True when Unity paused during Pause Point inspection and the input bookkeeping was safely released
PausePointId (string, nullable): The marker id when a UloopPausePoint.Pause marker caused the interruption
PausePointHitCount (integer, nullable): The marker hit count when a UloopPausePoint.Pause marker caused the interruption
PausePointHits (array, nullable): Every marker hit during this input as {Id, HitCount} entries, in hit order. Read this when one input may trigger several markers; PausePointId only names the latest one
PressEdgeObserved (boolean, nullable): For Press and KeyDown, whether the press edge (wasPressedThisFrame) was actually visible inside a gameplay input update. false means the CLI succeeded but gameplay polling most likely missed the edge (e.g. the press was consumed by an editor-only input update) — retry the input or verify with a focused log instead of trusting Success alone. null only for KeyUp and for timed-out responses; pause-point interruptions still report the observed value
Prerequisites
- Unity must be in PlayMode
- 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()