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。
uloop-simulate-mouse-ui
Simulate PlayMode EventSystem UI mouse actions using top-left Game View coordinates. Use for UI clicks, long-presses, or drags from annotated screenshots.
含まれるファイル(1)
- SKILL.md8.1 KB
SKILL.md(原文)
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Task
Simulate mouse interaction on Unity PlayMode UI: $ARGUMENTS
Workflow
- Ensure Unity is in PlayMode (use
npx --yes uloop-cli@2.2.0 control-play-mode --action Playif not) - Get UI element info:
npx --yes uloop-cli@2.2.0 screenshot --capture-mode rendering --annotate-elements true --elements-only true - Use the
AnnotatedElementsarray to find the target element byLabel,Name, orPath(A=frontmost, B=next, ...). UseInteractionto distinguish click targets from drag/drop/text targets, then useSimX/SimYdirectly as--x/--ycoordinates. - Execute the appropriate
npx --yes uloop-cli@2.2.0 simulate-mouse-uicommand - Take a screenshot to verify the result:
npx --yes uloop-cli@2.2.0 screenshot --capture-mode rendering --annotate-elements true - Report what happened
Tool Reference
npx --yes uloop-cli@2.2.0 simulate-mouse-ui --action <action> --x <x> --y <y> [options]
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
--action | enum | Click | Click, Drag, DragStart, DragMove, DragEnd, LongPress |
--x | number | 0 | Target X position in Game View pixels (origin: top-left). Used by Click, LongPress, DragStart, DragMove, and DragEnd; for Drag, this is the destination. |
--y | number | 0 | Target Y position in Game View pixels (origin: top-left). Used by Click, LongPress, DragStart, DragMove, and DragEnd; for Drag, this is the destination. |
--from-x | number | 0 | Start X position in Game View pixels for Drag action. Drag starts here and moves to x,y. |
--from-y | number | 0 | Start Y position in Game View pixels for Drag action. Drag starts here and moves to x,y. |
--drag-speed | number | 2000 | Drag speed in pixels per second (0 for instant). 2000 is fast (default), 200 is slow enough to watch. Applies to Drag, DragMove, and DragEnd actions. |
--duration | number | 0.5 | Hold duration in seconds for LongPress action. |
--button | enum | Left | Mouse button. Click and LongPress support Left, Right, and Middle. Drag actions support Left only; other buttons return an error. |
--bypass-raycast | boolean | false | For Click, LongPress, Drag, and DragStart, bypass EventSystem raycast and dispatch pointer events directly to --target-path. Use when a raycast-blocking overlay visually covers the intended target. |
--target-path | string | "" | Hierarchy path of the target GameObject, for example Canvas/Panel/Button. Required when --bypass-raycast true is used with Click, LongPress, Drag, or DragStart; prefer AnnotatedElements[].Path from screenshot JSON. |
--drop-target-path | string | "" | Optional hierarchy path of a drop target for Drag or DragEnd, for example Canvas/DropZone. Use this when the drop zone is also behind a raycast blocker. |
Actions
| Action | Event Fired | Description |
|---|---|---|
Click | PointerDown → PointerUp → PointerClick | Click at (x, y) with the selected --button |
LongPress | PointerDown → (hold) → PointerUp | Press and hold at (x, y) for --duration seconds, then release. No PointerClick is fired. |
Drag | BeginDrag → Drag×N → EndDrag | One-shot drag from (fromX, fromY) to (x, y) at the specified speed |
DragStart | BeginDrag | Begin drag at (x, y) and hold |
DragMove | Drag×N | Animate from current position to (x, y) at the specified speed |
DragEnd | Drag×N → EndDrag | Animate to (x, y) at the specified speed, then release drag |
Split Drag Rules
DragStartmust be called beforeDragMoveorDragEndDragEndmust be called to release an active drag — failing to call it leaves drag state stuck- Calling
DragMoveorDragEndwithout an active drag returns an error Drag,DragStart,DragMove, andDragEndonly support--button Left
Global Options (all optional, mutually exclusive)
| Option | Description |
|---|---|
--project-path <path> | Optional. Use only when the target Unity project is not the current directory. |
Coordinate System
- Origin is top-left (0, 0)
- All positions are in top-left Game View pixels
- Get coordinates from
AnnotatedElementsJSON (SimX/SimY) — do NOT look up GameObject positions - Clicking or long-pressing on empty space (no UI element) still succeeds with a message indicating no element was hit
- Dragging on empty space (no draggable UI element) returns
Success = false --bypass-raycast truestill uses coordinates for pointer event positions, but chooses the clicked, long-pressed, or dragged GameObject by--target-path- If
--target-pathor--drop-target-pathmatches multiple active GameObjects, the command fails instead of choosing an arbitrary duplicate
Examples
# Click a button at a Game View position
npx --yes uloop-cli@2.2.0 simulate-mouse-ui --action Click --x 400 --y 300
# Force-click a button behind a raycast blocker by path
npx --yes uloop-cli@2.2.0 simulate-mouse-ui --action Click --x 400 --y 300 --bypass-raycast true --target-path "Canvas/Panel/Button"
# Force-long-press a button behind a raycast blocker by path
npx --yes uloop-cli@2.2.0 simulate-mouse-ui --action LongPress --x 400 --y 300 --duration 3.0 --bypass-raycast true --target-path "Canvas/Panel/Button"
# Force-drag an item behind a raycast blocker by path
npx --yes uloop-cli@2.2.0 simulate-mouse-ui --action Drag --from-x 400 --from-y 300 --x 600 --y 300 --bypass-raycast true --target-path "Canvas/Item"
# Force-drag and dispatch Drop to a blocked drop zone
npx --yes uloop-cli@2.2.0 simulate-mouse-ui --action Drag --from-x 400 --from-y 300 --x 600 --y 300 --bypass-raycast true --target-path "Canvas/Item" --drop-target-path "Canvas/DropZone"
# Long-press a button for 3 seconds
npx --yes uloop-cli@2.2.0 simulate-mouse-ui --action LongPress --x 400 --y 300 --duration 3.0
# One-shot drag (start to end in one call)
npx --yes uloop-cli@2.2.0 simulate-mouse-ui --action Drag --from-x 400 --from-y 300 --x 600 --y 300
# Slow drag for visual inspection
npx --yes uloop-cli@2.2.0 simulate-mouse-ui --action Drag --from-x 400 --from-y 300 --x 600 --y 300 --drag-speed 200
# Split drag with hold (for inspection between steps)
npx --yes uloop-cli@2.2.0 simulate-mouse-ui --action DragStart --x 400 --y 300
npx --yes uloop-cli@2.2.0 screenshot --window-name Game
npx --yes uloop-cli@2.2.0 simulate-mouse-ui --action DragMove --x 500 --y 300
npx --yes uloop-cli@2.2.0 simulate-mouse-ui --action DragEnd --x 600 --y 300
Prerequisites
- Unity must be in PlayMode
- Target scene must have an EventSystem GameObject
- UI elements must have a GraphicRaycaster on their Canvas
- If you need gameplay mouse input rather than UI pointer events,
simulate-mouse-inputassumes the project uses the New Input System; otherwise preferexecute-dynamic-code
Output
Returns JSON with:
Success: Whether the operation succeededMessage: Status message (e.g. "Hit element: ButtonStart" or "No UI element under (x, y)")Action: Echoes which action was executed (Click,Drag,DragStart,DragMove,DragEnd, orLongPress)HitGameObjectName: Name of the topmost UI element under the pointer (nullable string; null if nothing was hit)PositionX: Target X coordinate that was usedPositionY: Target Y coordinate that was usedEndPositionX: Drag end X coordinate (nullable float; populated for drag actions only)EndPositionY: Drag end Y coordinate (nullable float; populated for drag actions only)
These are the only eight fields. There is no Button, Duration, DragSpeed, raycast list, or pointer-event log in the response — verify the visual outcome with a follow-up npx --yes uloop-cli@2.2.0 screenshot --capture-mode rendering --annotate-elements true.
Note: Click and LongPress on empty space (no UI element) still return Success = true with HitGameObjectName = null. Drag actions on empty space return Success = false.
レビュー
まだレビューはありません。使ってみた感想をお寄せください。
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概要と使いどころ
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。
Clear Unity Console entries. Use before compile, tests, or debugging when stale logs would hide the current result.
日本語の概要は準備中です。原文の説明を表示しています。
Compile the Unity project and report errors/warnings. Use after C# edits or when a full Domain Reload compile is needed.
日本語の概要は準備中です。原文の説明を表示しています。
Control Unity Editor Play Mode. Use to start, stop, or pause Play Mode for runtime behavior checks and frame inspection.
日本語の概要は準備中です。原文の説明を表示しています。
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.
日本語の概要は準備中です。原文の説明を表示しています。