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。
中文简介正在准备中。当前显示原文说明。
Simulate keyboard input in PlayMode through Unity Input System. Use for key presses, holds, releases, and game controls such as WASD or Space.
中文简介正在准备中。当前显示原文说明。
查看安装方法安装前可以查看交给 AI 代理的指令内容。
Simulate keyboard input on Unity PlayMode: $ARGUMENTS
npx --yes uloop-cli@2.2.0 control-play-mode --action Play if not)npx --yes uloop-cli@2.2.0 simulate-keyboard commandnpx --yes uloop-cli@2.2.0 screenshot --capture-mode renderingnpx --yes uloop-cli@2.2.0 simulate-keyboard --action <action> --key <key> [options]
| 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. |
| 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 |
KeyDown fails if the key is already heldKeyUp fails if the key is not currently held--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.| Option | Description |
|---|---|
--project-path <path> | Optional. Use only when the target Unity project is not the current directory. |
# One-shot key press (tap W once)
npx --yes uloop-cli@2.2.0 simulate-keyboard --action Press --key W
# Jump (tap Space)
npx --yes uloop-cli@2.2.0 simulate-keyboard --action Press --key Space
# Hold W for 2 seconds (move forward)
npx --yes uloop-cli@2.2.0 simulate-keyboard --action Press --key W --duration 2.0
# Sprint forward (hold Shift + W, then release)
npx --yes uloop-cli@2.2.0 simulate-keyboard --action KeyDown --key LeftShift
npx --yes uloop-cli@2.2.0 simulate-keyboard --action KeyDown --key W
npx --yes uloop-cli@2.2.0 screenshot --capture-mode rendering
npx --yes uloop-cli@2.2.0 simulate-keyboard --action KeyUp --key W
npx --yes uloop-cli@2.2.0 simulate-keyboard --action KeyUp --key LeftShift
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 failedAction (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 keycom.unity.inputsystem)Keyboard.current[Key.W].isPressed), not legacy Input.GetKey()还没有评价。欢迎分享你的使用感受。
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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。
中文简介正在准备中。当前显示原文说明。
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。
中文简介正在准备中。当前显示原文说明。
Clear Unity Console entries. Use before compile, tests, or debugging when stale logs would hide the current result.
中文简介正在准备中。当前显示原文说明。
Compile the Unity project and report errors/warnings. Use after C# edits or when a full Domain Reload compile is needed.
中文简介正在准备中。当前显示原文说明。
Control Unity Editor Play Mode. Use to start, stop, or pause Play Mode for runtime behavior checks and frame inspection.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。