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).
Scanned 9/12/2026
Install to Claude Code
npx -y skills add hatayama/unity-cli-loop --skill uloop-simulate-keyboard --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Uloop Simulate Keyboard?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/hatayama-uloop-simulate-keyboard-unity-cli-loop)More formats (shields.io, HTML) on the badges page.
---
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
1. Ensure Unity is in PlayMode (use `uloop control-play-mode --action Play` if not)
2. Execute the needed `uloop simulate-keyboard` commands
3. Inspect the result with the lightest useful evidence: runtime state, logs, or a screenshot
4. If exact-frame proof would reduce uncertainty, treat Pause Point inspection as an optional follow-up using the section below
5. Report what happened and which evidence was used
## Tool Reference
```bash
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
```bash
# One-shot key press
uloop simulate-keyboard --action Press --key W
# One-shot action key
uloop simulate-keyboard --action Press --key Space
# Hold a key for 2 seconds
uloop simulate-keyboard --action Press --key W --duration 2.0
# Hold two keys, then release them
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
# Recover a clean keyboard state (works while paused; e.g. after a pause-point interruption)
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()`
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!