Unityゲーム画面用のFigma Make(Figma AI)投入プロンプトを壁打ちで設計・生成する。UI Toolkit(UXML/USS)への変換を見据えた制約込み。ユーザーが「Figma用のプロンプトを作りたい」「画面デザインの壁打ちをしたい」と言ったら使う。
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Simulate Mouse.current input in PlayMode through Unity Input System. Use for gameplay clicks, mouse delta, or scroll; use simulate-mouse-ui for EventSystem UI elements.
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Simulate mouse input via Input System in Unity PlayMode: $ARGUMENTS
npx --yes uloop-cli@2.2.0 control-play-mode --action Play if not)SimX/SimY, raycast-grid InputX/InputY, or raw image pixels converted with ScreenshotToInputFormulanpx --yes uloop-cli@2.2.0 simulate-mouse-input commandnpx --yes uloop-cli@2.2.0 screenshot --capture-mode renderingnpx --yes uloop-cli@2.2.0 simulate-mouse-input --action <action> [options]
| Parameter | Type | Default | Description |
|---|---|---|---|
--action | enum | Click | Click, LongPress, MoveDelta, SmoothDelta, Scroll |
--x | number | 0 | Target X position in Game View pixels (origin: top-left). Used by Click and LongPress. Use AnnotatedElements[].SimX, RaycastGridPoints[].InputX, or raw image pixels converted with ScreenshotToInputFormula. |
--y | number | 0 | Target Y position in Game View pixels (origin: top-left). Used by Click and LongPress. Use AnnotatedElements[].SimY, RaycastGridPoints[].InputY, or raw image pixels converted with ScreenshotToInputFormula. |
--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. |
| 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) |
| Option | Description |
|---|---|
--project-path <path> | Optional. Use only when the target Unity project is not the current directory. |
| Scenario | Tool |
|---|---|
| Click a Unity UI Button (IPointerClickHandler) | simulate-mouse-ui |
Destroy a block in Minecraft (reads Mouse.current.leftButton) | simulate-mouse-input when the project uses the New Input System |
| Place a block with right-click | simulate-mouse-input --button Right when the project uses the New Input System |
| Drag a UI slider | simulate-mouse-ui --action Drag |
| Look around with mouse (FPS camera) | simulate-mouse-input --action MoveDelta when the project uses the New Input System |
| Scroll hotbar slots | simulate-mouse-input --action Scroll when the project uses the New Input System |
# Left-click at the Game View center (for game logic)
npx --yes uloop-cli@2.2.0 simulate-mouse-input --action Click --x 400 --y 300
# Right-click at screen center (e.g. place block)
npx --yes uloop-cli@2.2.0 simulate-mouse-input --action Click --x 400 --y 300 --button Right
# Hold left-click for 2 seconds (e.g. mine block)
npx --yes uloop-cli@2.2.0 simulate-mouse-input --action LongPress --x 400 --y 300 --duration 2.0
# Look right (FPS camera)
npx --yes uloop-cli@2.2.0 simulate-mouse-input --action MoveDelta --delta-x 100 --delta-y 0
# Scroll up (e.g. previous hotbar slot)
npx --yes uloop-cli@2.2.0 simulate-mouse-input --action Scroll --scroll-y 120
# Scroll down (e.g. next hotbar slot)
npx --yes uloop-cli@2.2.0 simulate-mouse-input --action Scroll --scroll-y -120
# Smooth camera pan right over 0.5 seconds
npx --yes uloop-cli@2.2.0 simulate-mouse-input --action SmoothDelta --delta-x 300 --delta-y 0 --duration 0.5
--x / --y use top-left Game View coordinates.npx --yes uloop-cli@2.2.0 screenshot --capture-mode rendering must be converted with ScreenshotToInputFormula.AnnotatedElements[].SimX/SimY and RaycastGridPoints[].InputX/InputY can be passed directly to this tool.unity_x = input_x
unity_y = gameViewHeight - input_y
Mouse.current.position uses bottom-left Unity coordinates, so the value read inside Unity may show the converted Y.com.unity.inputsystem)Mouse.current.leftButton.wasPressedThisFrame)Returns JSON with:
Success: Whether the operation succeededMessage: Status messageAction: Echoes which action was executed (Click, LongPress, MoveDelta, SmoothDelta, or Scroll)Button: Which button was used (nullable string; populated for Click / LongPress, null otherwise)PositionX / PositionY: Target top-left Game View coordinates (nullable float; populated for Click / LongPress)InputCoordinateSystem: "top-left-game-view" for click/long-press coordinatesUnityCoordinateSystem: "bottom-left-game-view" for the injected Mouse.current.positionGameViewWidth / GameViewHeight: Game View size used for conversionInputPositionX / InputPositionY: Coordinates received from the callerInjectedUnityPositionX / InjectedUnityPositionY: Coordinates injected into Mouse.current.positionCoordinateConversionFormula: Conversion formula used by the toolVerify visual outcome with a follow-up screenshot.
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Unityゲーム画面用のFigma Make(Figma AI)投入プロンプトを壁打ちで設計・生成する。UI Toolkit(UXML/USS)への変換を見据えた制約込み。ユーザーが「Figma用のプロンプトを作りたい」「画面デザインの壁打ちをしたい」と言ったら使う。
The English summary is being prepared. Showing the original description.
デザイン(Figma MCP出力・HTML/CSS・デザイン仕様)からUI Toolkit用UXML/USSを生成し、Unityへのインポート・シーン配置・コンパイル・スクショ検証・ゲームロジック結線検証まで自動で行う。「この画面をUnityに取り込んで」「UXML/USSにして」で使う。
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Clear Unity Console entries. Use before compile, tests, or debugging when stale logs would hide the current result.
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Compile the Unity project and report errors/warnings. Use after C# edits or when a full Domain Reload compile is needed.
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Control Unity Editor Play Mode. Use to start, stop, or pause Play Mode for runtime behavior checks and frame inspection.
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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.
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