Agent skill

Uloop Simulate Mouse Input

by CyberAgentGameEntertainment in CyberAgentGameEntertainment/NovaShader

Simulate Mouse.current input in PlayMode through Unity Input System.

MITAuto-check passedGame Development

Install Uloop Simulate Mouse Input

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

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

GitHub CLI
$ gh skill install CyberAgentGameEntertainment/NovaShader uloop-simulate-mouse-input --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-mouse-input .claude/skills/uloop-simulate-mouse-input && 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-mouse-input
GitHub stars
1.6k
Used in
1 other repo
Token cost
~2k tokens
SKILL.md length
788 words
Files
2 (incl. references)
Skills in repo
10
Repo updated
First seen
Licence
MIT

At a glance

Simulate Mouse.current input in PlayMode through Unity Input System.

  • Works in 7 steps: When checking what a screenshot… → Ensure Unity is in PlayMode (use uloop… → For Click/LongPress: determine the… → …
  • Gameplay mouse clicks
  • SKILL.md covers Workflow, Tool Reference, When to use this vs… and Dry-run (3D physics hit check), plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Uloop Simulate Mouse Input is an agent skill from CyberAgentGameEntertainment/NovaShader. Simulate Mouse.current input in PlayMode through Unity Input System. Use for gameplay mouse clicks, long-press (LongPress), movement delta (MoveDelta/SmoothDelta), or scroll. Use --dry-run to check what a Game View coordinate hits in 3D physics before clicking (works in EditMode; no Input System required). Use simulate-mouse-ui for UI. Requires the Input System package and Active Input Handling set to 'Input System Package (New)' or 'Both' (except --dry-run).

Its SKILL.md is about 2k 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-and-coordinates.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

  • Gameplay mouse clicks
  • Long-press (LongPress)
  • Movement delta (MoveDelta/SmoothDelta)

Example prompts

  • “Input System Package (New)”
  • “/uloop-simulate-mouse-input”

Workflow steps

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

  1. When checking what a screenshot coordinate would hit in 3D physics before clicking, run uloop simulate-mouse-input --dry-run --x --y first…
  2. Ensure Unity is in PlayMode (use uloop control-play-mode --action Play if not) before injecting real mouse input
  3. For Click/LongPress: determine the target Game View input position from annotated SimX/SimY, raycast-grid InputX/InputY, or raw image…
  4. Execute the needed uloop simulate-mouse-input commands
  5. Inspect the result with the lightest useful evidence: runtime state, logs, or a screenshot
  6. When this input verifies a state transition, use Pause Point inspection from the section below as the standard frame proof
  7. 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 Mouse Input loads about 2k tokens when it runs, and up to ~2.8k if it reads all its reference files. Until then it costs about 123 tokens; SKILL.md has 788 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~123
When it runs · the whole SKILL.md, loaded when a task matches
~2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~2.8k

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). 788 words, ~1,980 tokens.

Download SKILL.mdSave it as .claude/skills/uloop-simulate-mouse-input/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
uloop-simulate-mouse-input
description
Simulate Mouse.current input in PlayMode through Unity Input System. Use for gameplay mouse clicks, long-press (LongPress), movement delta (MoveDelta/SmoothDelta), or scroll. Use --dry-run to check what a Game View coordinate hits in 3D physics before clicking (works in EditMode; no Input System required). Use simulate-mouse-ui for UI. Requires the Input System package and Active Input Handling set to 'Input System Package (New)' or 'Both' (except --dry-run).
toolName
simulate-mouse-input

Task

Simulate mouse input via Input System in Unity PlayMode, or dry-run a Game View coordinate against 3D physics without injecting input.

Workflow

  1. When checking what a screenshot coordinate would hit in 3D physics before clicking, run uloop simulate-mouse-input --dry-run --x <x> --y <y> first (EditMode is fine; no Input System required)
  2. Ensure Unity is in PlayMode (use uloop control-play-mode --action Play if not) before injecting real mouse input
  3. For Click/LongPress: determine the target Game View input position from annotated SimX/SimY, raycast-grid InputX/InputY, or raw image pixels converted with ScreenshotToInputFormula
  4. Execute the needed uloop simulate-mouse-input commands
  5. Inspect the result with the lightest useful evidence: runtime state, logs, or a screenshot
  6. When this input verifies a state transition, use Pause Point inspection from the section below as the standard frame proof
  7. Report what happened and which evidence was used

Two rules while verifying:

  • Do not touch the physical mouse or keyboard, and keep the OS pointer off the Unity window — real device input mixes into the same Mouse.current state this tool injects.
  • Read the starting values you will assert against immediately before firing the input; a value measured earlier in the session may have changed.

Tool Reference

bash
uloop simulate-mouse-input --action <action> [options]
uloop simulate-mouse-input --dry-run --x <x> --y <y> [--layer-mask <mask>] [--max-distance <distance>]
Parameters
ParameterTypeDefaultDescription
--actionenumClickClick - inject button press+release, LongPress - inject button hold for --duration seconds, MoveDelta - inject mouse delta (one-shot), SmoothDelta - inject mouse delta smoothly over --duration seconds, Scroll - inject scroll wheel
--xnumber0Target X position in Game View pixels (origin: top-left). Used by Click, LongPress, and --dry-run. Use AnnotatedElements[].SimX, or raw image pixels converted with ScreenshotToInputFormula.
--ynumber0Target Y position in Game View pixels (origin: top-left). Used by Click, LongPress, and --dry-run. Use AnnotatedElements[].SimY, or raw image pixels converted with ScreenshotToInputFormula.
--buttonenumLeftMouse button: Left, Right, Middle. Used by Click and LongPress.
--durationnumber0Hold duration for LongPress, or interpolation duration for SmoothDelta (seconds, max 30). For Click, 0 = one-shot tap.
--delta-xnumber0Delta X in pixels for MoveDelta/SmoothDelta. Positive = right.
--delta-ynumber0Delta Y in pixels for MoveDelta/SmoothDelta. Positive = up.
--scroll-xnumber0Horizontal scroll delta for Scroll action.
--scroll-ynumber0Vertical scroll delta for Scroll action. Positive = up, negative = down. Typically 120 per notch.
--dry-runflag-Query 3D physics at --x/--y without injecting mouse input. Works in EditMode and without the Input System package. Skips PlayMode / Input System preflight.
--layer-masknumberUnity default raycast layersPhysics layer mask used by the raycast. Effective only with --dry-run.
--max-distancenumber1000Maximum raycast distance in world units. Effective only with --dry-run.
Actions
ActionWhat it injectsDescription
ClickMouse.current button press → releaseInject a button click so runtime logic detects wasPressedThisFrame
LongPressMouse.current button press → hold → releaseHold a button for --duration seconds
MoveDeltaMouse.current.deltaInject mouse movement delta one-shot
SmoothDeltaMouse.current.delta (per-frame)Inject mouse delta smoothly over --duration seconds (human-like camera pan)
ScrollMouse.current.scrollInject scroll wheel input
Show full SKILL.md (301 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; read PressDeliveredToGame before retrying. Clear inspection-only pause points (uloop clear-pause-point --all) before final validation.

When to use this vs simulate-mouse-ui

All rows below assume the New Input System is installed.

ScenarioTool
Click a Unity UI Button (IPointerClickHandler)simulate-mouse-ui
Runtime logic reads Mouse.current.leftButtonsimulate-mouse-input
Runtime logic reads right-clicksimulate-mouse-input --button Right
Drag a UI slidersimulate-mouse-ui --action Drag
Runtime logic reads Mouse.current.deltasimulate-mouse-input --action MoveDelta
Runtime logic reads Mouse.current.scrollsimulate-mouse-input --action Scroll

Dry-run (3D physics hit check)

Use --dry-run to check what a top-left Game View coordinate hits in 3D physics before clicking. This path does not require PlayMode or the Input System package.

  • Requires an active Camera.main.
  • Uses Unity Physics raycasts, not UI EventSystem raycasts.
  • --x / --y use the same top-left Game View input coordinates as Click/LongPress.
bash
# Check what is under a screenshot coordinate
uloop simulate-mouse-input --dry-run --x 960 --y 540

# Check only specific layers
uloop simulate-mouse-input --dry-run --x 960 --y 540 --layer-mask 1

Examples

bash
# Left-click at a representative Game View point (--button Right for right-click)
uloop simulate-mouse-input --action Click --x 400 --y 300

# Hold left-click for 2 seconds
uloop simulate-mouse-input --action LongPress --x 400 --y 300 --duration 2.0

# Scroll up (negative --scroll-y scrolls down)
uloop simulate-mouse-input --action Scroll --scroll-y 120

# Smooth camera pan right over 0.5 seconds
uloop simulate-mouse-input --action SmoothDelta --delta-x 300 --delta-y 0 --duration 0.5

Coordinate System

--x/--y use top-left Game View coordinates: pass AnnotatedElements[].SimX/SimY directly, convert raw screenshot pixels with ScreenshotToInputFormula, and never flip Y in the caller (the tool converts internally). Conversion formula, Device Simulator notes, and how the injected position reads back inside Unity are in references/output-and-coordinates.md.

Prerequisites

  • For real mouse injection: Unity must be in PlayMode, and the Input System package (com.unity.inputsystem) must be installed; game code must read input via Input System API (e.g. Mouse.current.leftButton.wasPressedThisFrame).
  • For --dry-run: an active Camera.main is required; PlayMode and the Input System package are not required.

Output

The response reports Success, Message, Action, the target/injected coordinates, InterruptedByPausePoint/PausePointHits, and — for --dry-run — the resolved camera (CameraName/CameraPath; check these first when a No physics hit looks wrong) plus the physics hit details. Field-by-field semantics are in references/output-and-coordinates.md. Verify visual outcome with a follow-up screenshot.

© 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-mouse-input of CyberAgentGameEntertainment/NovaShader.

  • SKILL.md
  • references/output-and-coordinates.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 Mouse Input

What does Uloop Simulate Mouse Input do?

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

When should I use Uloop Simulate Mouse Input?

Uloop Simulate Mouse Input fits situations like: gameplay mouse clicks; long-press (LongPress); movement delta (MoveDelta/SmoothDelta).

How do I install Uloop Simulate Mouse Input in Claude Code?

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

How do I install Uloop Simulate Mouse Input in Codex?

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

Can I use Uloop Simulate Mouse Input 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-mouse-input -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-mouse-input, .gemini/skills/uloop-simulate-mouse-input, .github/skills/uloop-simulate-mouse-input and .opencode/skills/uloop-simulate-mouse-input in your project.

What does Uloop Simulate Mouse Input need to run?

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

Does Uloop Simulate Mouse Input 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 Mouse Input 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 Mouse Input use?

Uloop Simulate Mouse Input 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 Mouse Input use?

About 2k tokens (SKILL.md is roughly 7.9k 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 828 tokens, read only when the agent opens those files.

What are the alternatives to Uloop Simulate Mouse Input?

Skills that share tags, products or a category with Uloop Simulate Mouse Input: 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, 2.4k 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 Mouse Input?

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.