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uloop-simulate-mouse-ui

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Simulate PlayMode EventSystem UI mouse actions using top-left Game View coordinates. Use for UI clicks, long-presses, or drags from annotated screenshots.

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Task

Simulate mouse interaction on Unity PlayMode UI: $ARGUMENTS

Workflow

  1. Ensure Unity is in PlayMode (use uloop control-play-mode --action Play if not)
  2. Get UI element info: uloop screenshot --capture-mode rendering --annotate-elements true --elements-only true
  3. Use the AnnotatedElements array to find the target element by Label, Name, or Path (A=frontmost, B=next, ...). Use Interaction to distinguish click targets from drag/drop/text targets, then use SimX/SimY directly as --x/--y coordinates.
  4. Execute the appropriate uloop simulate-mouse-ui command
  5. Take a screenshot to verify the result: uloop screenshot --capture-mode rendering --annotate-elements true
  6. Report what happened

Tool Reference

uloop simulate-mouse-ui --action <action> --x <x> --y <y> [options]

Parameters

ParameterTypeDefaultDescription
--actionenumClickClick, Drag, DragStart, DragMove, DragEnd, LongPress
--xnumber0Target X position in Game View pixels (origin: top-left). Used by Click, LongPress, DragStart, DragMove, and DragEnd; for Drag, this is the destination.
--ynumber0Target Y position in Game View pixels (origin: top-left). Used by Click, LongPress, DragStart, DragMove, and DragEnd; for Drag, this is the destination.
--from-xnumber0Start X position in Game View pixels for Drag action. Drag starts here and moves to x,y.
--from-ynumber0Start Y position in Game View pixels for Drag action. Drag starts here and moves to x,y.
--drag-speednumber2000Drag 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.
--durationnumber0.5Hold duration in seconds for LongPress action.
--buttonenumLeftMouse button. Click and LongPress support Left, Right, and Middle. Drag actions support Left only; other buttons return an error.
--bypass-raycastbooleanfalseFor 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-pathstring""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-pathstring""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

ActionEvent FiredDescription
ClickPointerDown → PointerUp → PointerClickClick at (x, y) with the selected --button
LongPressPointerDown → (hold) → PointerUpPress and hold at (x, y) for --duration seconds, then release. No PointerClick is fired.
DragBeginDrag → Drag×N → EndDragOne-shot drag from (fromX, fromY) to (x, y) at the specified speed
DragStartBeginDragBegin drag at (x, y) and hold
DragMoveDrag×NAnimate from current position to (x, y) at the specified speed
DragEndDrag×N → EndDragAnimate to (x, y) at the specified speed, then release drag

Split Drag Rules

  • DragStart must be called before DragMove or DragEnd
  • DragEnd must be called to release an active drag — failing to call it leaves drag state stuck
  • Calling DragMove or DragEnd without an active drag returns an error
  • Drag, DragStart, DragMove, and DragEnd only support --button Left

Global Options (all optional, mutually exclusive)

OptionDescription
--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 AnnotatedElements JSON (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 true still uses coordinates for pointer event positions, but chooses the clicked, long-pressed, or dragged GameObject by --target-path
  • If --target-path or --drop-target-path matches multiple active GameObjects, the command fails instead of choosing an arbitrary duplicate

Examples

# Click a button at a Game View position
uloop simulate-mouse-ui --action Click --x 400 --y 300

# Force-click a button behind a raycast blocker by path
uloop 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
uloop 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
uloop 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
uloop 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
uloop simulate-mouse-ui --action LongPress --x 400 --y 300 --duration 3.0

# One-shot drag (start to end in one call)
uloop simulate-mouse-ui --action Drag --from-x 400 --from-y 300 --x 600 --y 300

# Slow drag for visual inspection
uloop 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)
uloop simulate-mouse-ui --action DragStart --x 400 --y 300
uloop screenshot --window-name Game
uloop simulate-mouse-ui --action DragMove --x 500 --y 300
uloop 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-input assumes the project uses the New Input System; otherwise prefer execute-dynamic-code

Output

Returns JSON with:

  • Success: Whether the operation succeeded
  • Message: 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, or LongPress)
  • HitGameObjectName: Name of the topmost UI element under the pointer (nullable string; null if nothing was hit)
  • PositionX: Target X coordinate that was used
  • PositionY: Target Y coordinate that was used
  • EndPositionX: 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 uloop 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.