Simulate keyboard input in PlayMode through Unity Input System.

MITAuto-check passedGame Development

Install Uloop Simulate Keyboard

skills CLI
$ npx skills add CyberAgentGameEntertainment/NovaShader --skill uloop-simulate-keyboard -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install CyberAgentGameEntertainment/NovaShader uloop-simulate-keyboard --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/CyberAgentGameEntertainment/NovaShader.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/uloop-simulate-keyboard .claude/skills/uloop-simulate-keyboard && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
uloop-simulate-keyboard
GitHub stars
1.6k
Used in
1 other repo
Token cost
~1.9k tokens
SKILL.md length
847 words
Files
2 (incl. references)
Skills in repo
10
Repo updated
First seen
Licence
MIT

At a glance

Simulate keyboard input in PlayMode through Unity Input System.

  • Works in 5 steps: Ensure Unity is in PlayMode (use uloop… → Execute the needed uloop… → Inspect the result with the lightest… → …
  • Holds (via Press --duration
  • SKILL.md covers Workflow, Tool Reference, Examples and Output, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Uloop Simulate Keyboard is an agent skill from CyberAgentGameEntertainment/NovaShader. Simulate keyboard input in PlayMode through Unity Input System. Use for key presses, holds (via Press --duration or KeyDown/KeyUp), releases, and game controls such as WASD or Space. Requires the Input System package (com.unity.inputsystem).

Its SKILL.md is about 1.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/output.md`).

It sits in Game Development. The repository describes itself as: Multi-functional shader for the Particle System that supports Universal Render Pipeline (URP) of Unity. The licence is MIT.

When your agent uses it

  • Holds (via Press --duration
  • Game controls such as WASD

Example prompts

  • “/uloop-simulate-keyboard”

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  1. Ensure Unity is in PlayMode (use uloop control-play-mode --action Play if not)
  2. Execute the needed uloop simulate-keyboard commands
  3. Inspect the result with the lightest useful evidence: runtime state, logs, or a screenshot
  4. If exact-frame proof would reduce uncertainty, treat Pause Point inspection as an optional follow-up using the section below
  5. Report what happened and which evidence was used

What it can do on your machine

Read from SKILL.md and the folder at commit 7f0a400. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are bash).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Uloop Simulate Keyboard loads about 1.9k tokens when it runs, and up to ~3.4k if it reads all its reference files. Until then it costs about 66 tokens; SKILL.md has 847 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~66
When it runs · the whole SKILL.md, loaded when a task matches
~1.9k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~3.4k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from CyberAgentGameEntertainment/NovaShader at commit 7f0a400, republished under its MIT licence (© CyberAgentGameEntertainment). 847 words, ~1,873 tokens.

Download SKILL.mdSave it as .claude/skills/uloop-simulate-keyboard/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
uloop-simulate-keyboard
description
Simulate keyboard input in PlayMode through Unity Input System. Use for key presses, holds (via Press --duration or KeyDown/KeyUp), releases, and game controls such as WASD or Space. Requires the Input System package (com.unity.inputsystem).
toolName
simulate-keyboard

Task

Simulate keyboard input on Unity PlayMode.

Workflow

  1. Ensure Unity is in PlayMode (use uloop control-play-mode --action Play if not)
  2. Execute the needed uloop simulate-keyboard commands
  3. Inspect the result with the lightest useful evidence: runtime state, logs, or a screenshot
  4. If exact-frame proof would reduce uncertainty, treat Pause Point inspection as an optional follow-up using the section below
  5. Report what happened and which evidence was used

Tool Reference

bash
uloop simulate-keyboard --action <Press|KeyDown|KeyUp> --key <key> [options]
uloop simulate-keyboard --action ReleaseAll
Parameters
ParameterTypeDefaultDescription
--actionenumPressPress - one-shot key tap (Down then Up), KeyDown - hold key down, KeyUp - release held key, ReleaseAll - force-release every tracked and device-pressed key (allowed while PlayMode is paused; use after a pause-point interruption leaves key state inconsistent)
--keystring(required except ReleaseAll)Key name matching Input System Key enum (e.g. W, Space, LeftShift, A, Enter). Case-insensitive. Digit keys use Digit0-Digit9 or Numpad0-Numpad9, not bare 0-9. Not used by ReleaseAll.
--durationnumber0Hold duration in seconds for Press action (0 = one-shot tap, max 30). Ignored by KeyDown/KeyUp/ReleaseAll.
Actions
ActionBehaviorUse Case
PressKeyDown → wait → KeyUpOne-shot tap (jump, use item)
KeyDownKeyDown only (held until KeyUp)Start continuous movement, hold sprint
KeyUpKeyUp only (release held key)Stop movement, release sprint
ReleaseAllInjects a release for every tracked and device-pressed key and resets the hold tracker; confirm the device via ReleasedKeyStatesRecover a clean keyboard state after a pause-point interruption

There is no separate hold action: to hold a key, use Press --duration <seconds> (fixed-time hold) or KeyDown followed later by KeyUp (open-ended hold).

Use Press for edge-triggered keyboard code such as Keyboard.current.spaceKey.wasPressedThisFrame. KeyDown emits one initial press edge, then only keeps the key held. It does not keep wasPressedThisFrame true while the key remains held. If a successful Press or KeyDown leaves Keyboard.current.<key>.isPressed true but runtime state does not change, do not immediately rewrite the user's runtime code to isPressed. First verify that the target component is active during the command, that it polls input in the configured Input System update phase, and that a missed KeyDown edge is followed by KeyUp before retrying.

ReleaseAll is a recovery action, not part of normal gameplay simulation: after a pause-point interruption, bookkeeping and the Input System device can disagree, or a stale press latch can keep isPressed true after resume. ReleaseAll resets the tracker and injects a release for every such key; it works while Unity is still paused and does not clear pause-point captures. Success: true alone is not proof the device is clean: read ReleasedKeyStates in the response, and for any entry with DeviceIsPressedAfterRelease: true resume PlayMode (the deferred latch sync runs on the next gameplay input update) and re-check with pause-point-status, a log, or Keyboard.current.<key>.isPressed via execute-dynamic-code before sending the next key. For ordinary releases during gameplay simulation, keep using KeyUp.

Show full SKILL.md (383 more words)Show less
Pause Point Inspection (Standard for E2E)

For standard frame proof when this input drives a state transition, follow the uloop-pause-point skill — it covers line placement and interruption semantics. Tool-specific note: if InterruptedByPausePoint: true, Unity is paused; for Press/KeyDown read PressDeliveredToGame before retrying (null on KeyUp). PressDeliveredToGame means the press was applied to the Input System; PressEdgeObserved says whether a gameplay update saw the press edge and can still be false after apply. Interruption detection covers the whole press lifetime: a pause landing while Press is holding the key (during the duration wait) also returns promptly with InterruptedByPausePoint: true, and the pause takes precedence even when the requested duration had already elapsed — treat such a response as the pause reporting in, not as a delivery failure. Clear inspection-only pause points (uloop clear-pause-point --all) before final validation. If a later key action still reports inconsistent state after an interruption, recover with --action ReleaseAll instead of retrying KeyUp.

KeyDown/KeyUp Rules
  • KeyDown fails if the key is already held
  • KeyUp fails if the key is not currently held
  • Multiple keys can be held simultaneously (e.g. W + LeftShift for sprint)
  • All held keys are automatically released when PlayMode exits
  • To hold a key for a fixed duration, prefer --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.

Examples

bash
# One-shot key press
uloop simulate-keyboard --action Press --key W

# One-shot action key
uloop simulate-keyboard --action Press --key Space

# Hold a key for 2 seconds
uloop simulate-keyboard --action Press --key W --duration 2.0

# Hold two keys, then release them
uloop simulate-keyboard --action KeyDown --key LeftShift
uloop simulate-keyboard --action KeyDown --key W
uloop screenshot --capture-mode rendering
uloop simulate-keyboard --action KeyUp --key W
uloop simulate-keyboard --action KeyUp --key LeftShift

# Recover a clean keyboard state (works while paused; e.g. after a pause-point interruption)
uloop simulate-keyboard --action ReleaseAll

Output

The response reports Success, Message, Action, and KeyName, plus the fields that gate how to read a run: PressDeliveredToGame (on pause-point interruptions of Press / KeyDown — read it before retrying), PressEdgeObserved (false means gameplay polling most likely missed the edge — read the PressEdge* diagnostics before retrying, and check pause-point-status first when a single-shot marker is armed), Warning (set when the press edge was missed while the Unity Editor is unfocused — run uloop focus-window before retrying), InterruptedByPausePoint/PausePointHits, and the ReleaseAll / key-state readback fields. Field-by-field semantics and the PressEdge* diagnostics table are in references/output.md beside this skill — read it before retrying any input whose response looks inconsistent.

Prerequisites

  • Unity must be in PlayMode. Press/KeyDown/KeyUp additionally require PlayMode to be unpaused; ReleaseAll is allowed while paused.
  • Input System package (com.unity.inputsystem) must be installed; this tool only works with the New Input System.
  • Game code must read input via Input System API (e.g. Keyboard.current[Key.W].isPressed), not legacy Input.GetKey()

© CyberAgentGameEntertainment, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in .claude/skills/uloop-simulate-keyboard of CyberAgentGameEntertainment/NovaShader.

  • SKILL.md
  • references/output.md

Open the folder on GitHubat commit 7f0a400

Used in 1 other repository

We found 3 copies of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in CyberAgentGameEntertainment/NovaShader, which our catalogue first saw on October 7, 2026.

Compare with similar skills

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Questions about Uloop Simulate Keyboard

What does Uloop Simulate Keyboard do?

Simulate keyboard input in PlayMode through Unity Input System. Uloop Simulate Keyboard is an agent skill from CyberAgentGameEntertainment/NovaShader. Simulate keyboard input in PlayMode through Unity Input System.

When should I use Uloop Simulate Keyboard?

Uloop Simulate Keyboard fits situations like: holds (via Press --duration; game controls such as WASD.

How do I install Uloop Simulate Keyboard in Claude Code?

Run `npx skills add CyberAgentGameEntertainment/NovaShader --skill uloop-simulate-keyboard -a claude-code`. Or copy the skill folder (.claude/skills/uloop-simulate-keyboard in CyberAgentGameEntertainment/NovaShader) into .claude/skills/uloop-simulate-keyboard in your project. Claude Code loads it when a task matches its description.

How do I install Uloop Simulate Keyboard in Codex?

Run `npx skills add CyberAgentGameEntertainment/NovaShader --skill uloop-simulate-keyboard -a codex`. Or copy the skill folder (.claude/skills/uloop-simulate-keyboard in CyberAgentGameEntertainment/NovaShader) into .agents/skills/uloop-simulate-keyboard in your project. Codex loads it when a task matches its description.

Can I use Uloop Simulate Keyboard in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add CyberAgentGameEntertainment/NovaShader --skill uloop-simulate-keyboard -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/uloop-simulate-keyboard, .gemini/skills/uloop-simulate-keyboard, .github/skills/uloop-simulate-keyboard and .opencode/skills/uloop-simulate-keyboard in your project.

What does Uloop Simulate Keyboard need to run?

SKILL.md names no scripts, command-line tools or credentials: Uloop Simulate Keyboard is instructions for the agent only.

Does Uloop Simulate Keyboard access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Uloop Simulate Keyboard safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Uloop Simulate Keyboard use?

Uloop Simulate Keyboard is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Uloop Simulate Keyboard use?

About 1.9k tokens (SKILL.md is roughly 7.5k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.5k tokens, read only when the agent opens those files.

What are the alternatives to Uloop Simulate Keyboard?

Skills that share tags, products or a category with Uloop Simulate Keyboard: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Uloop Simulate Keyboard?

CyberAgentGameEntertainment (a GitHub organization) maintains it in CyberAgentGameEntertainment/NovaShader, which has 1,622 GitHub stars. The repository holds 10 skills in this directory. The repository was last updated on October 7, 2026.

Source: CyberAgentGameEntertainment/NovaShader on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.