一键导入
uloop-replay-input
Replay recorded PlayMode keyboard and mouse input. Use for exact gameplay reproduction, E2E runs, or consistent demos from JSON recordings.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
菜单
Replay recorded PlayMode keyboard and mouse input. Use for exact gameplay reproduction, E2E runs, or consistent demos from JSON recordings.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
日本語の技術文書・書籍原稿の文章規範。整形(一文一行、引用ブロック、脚注、コラム記法)、段落と論証の構成(パラグラフライティング)、論証の厳密さ(ツッコミどころの除去)、読み手の負荷の管理、視点と語り、演出の抑制、LLM っぽい空句の禁止、冗長の排除を定める。日本語で技術書の章、草稿、記事、解説文を書くとき、または推敲・リライトするときに使用する。
Execute C# with Unity APIs when existing uloop tools cannot inspect or edit enough. Use for scene, prefab, SerializedObject, AssetDatabase refresh/.meta generation, menu, or PlayMode automation.
Clear Unity Console entries. Use before compile, tests, or debugging when stale logs would hide the current result.
Compile the Unity project and report errors/warnings. Use after C# edits or when a full Domain Reload compile is needed.
Control Unity Editor Play Mode. Use to start, stop, or pause Play Mode for runtime behavior checks and frame inspection.
Find or inspect Unity GameObjects, especially objects the user currently selected in the Hierarchy. Use for details, components, tags, layers, or name/path searches.
| name | uloop-replay-input |
| description | Replay recorded PlayMode keyboard and mouse input. Use for exact gameplay reproduction, E2E runs, or consistent demos from JSON recordings. |
Replay recorded keyboard and mouse input during PlayMode. Loads a JSON recording and injects input frame-by-frame via Input System with zero CLI overhead. Supports looping and progress monitoring.
# Start replay (auto-detect latest recording)
npx --yes uloop-cli@2.2.0 replay-input --action Start
# Start replay with specific file
npx --yes uloop-cli@2.2.0 replay-input --action Start --input-path scripts/my-play.json
# Start replay with looping
npx --yes uloop-cli@2.2.0 replay-input --action Start --loop true
# Check replay progress
npx --yes uloop-cli@2.2.0 replay-input --action Status
# Stop replay
npx --yes uloop-cli@2.2.0 replay-input --action Stop
| Parameter | Type | Default | Description |
|---|---|---|---|
--action | enum | Start | Start, Stop, Status |
--input-path | string | auto | JSON path. Auto-detects latest in .uloop/outputs/InputRecordings/ |
--show-overlay | boolean | true | Show replay progress overlay |
--loop | boolean | false | Loop continuously |
Replay injects the exact same input frame-by-frame, but the game must also be deterministic to produce identical results. If replay output must be compared across runs, read references/deterministic-replay.md before interpreting failures.
com.unity.inputsystem)Returns JSON with:
Success: Whether the operation succeededMessage: Status messageAction: Echoes which action was executed (Start, Stop, or Status)InputPath: Path to recording file (nullable string; populated on Start only)CurrentFrame: Current replay frame index (nullable int)TotalFrames: Total frames in the recording (nullable int)Progress: Replay progress (nullable float in 0.0 – 1.0)IsReplaying: Whether replay is currently active (nullable bool)These are the only eight fields. There is no LoopCount, ElapsedSeconds, OverlayVisible, or per-frame inspection data in the response.