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uloop-replay-input

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Replay recorded PlayMode keyboard and mouse input. Use for exact gameplay reproduction, E2E runs, or consistent demos from JSON recordings.

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How to use this skill

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Source SKILL.md: https://github.com/kurotu/VRCQuestTools/blob/HEAD/.claude/skills/uloop-replay-input/SKILL.md

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npx --yes uloop-cli@2.2.0 replay-input

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.

Usage

# 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

Parameters

ParameterTypeDefaultDescription
--actionenumStartStart, Stop, Status
--input-pathstringautoJSON path. Auto-detects latest in .uloop/outputs/InputRecordings/
--show-overlaybooleantrueShow replay progress overlay
--loopbooleanfalseLoop continuously

Deterministic Replay

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.

Prerequisites

  • Unity must be in PlayMode
  • Input System package must be installed (com.unity.inputsystem)
  • Use this only when the project already uses the New Input System.

Output

Returns JSON with:

  • Success: Whether the operation succeeded
  • Message: Status message
  • Action: 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.