Agent skill

Uloop Simulate Mouse UI

by Haruma-K in Haruma-K/UnityScreenNavigator

Simulate PlayMode EventSystem UI mouse actions using top-left Game View coordinates.

MITAuto-check passedGame Development

Install Uloop Simulate Mouse UI

skills CLI
$ npx skills add Haruma-K/UnityScreenNavigator --skill uloop-simulate-mouse-ui -a claude-code

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

GitHub CLI
$ gh skill install Haruma-K/UnityScreenNavigator uloop-simulate-mouse-ui --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/Haruma-K/UnityScreenNavigator.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.codex/skills/uloop-simulate-mouse-ui .claude/skills/uloop-simulate-mouse-ui && 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-ui
GitHub stars
1.1k
Token cost
~2.1k tokens
SKILL.md length
806 words
Files
1
Skills in repo
2
Repo updated
First seen
Licence
MIT

At a glance

Simulate PlayMode EventSystem UI mouse actions using top-left Game View coordinates.

  • Works in 6 steps: Ensure Unity is in PlayMode (use npx… → Get UI element info: npx --yes… → Use the AnnotatedElements array to find… → …
  • Drags from annotated screenshots
  • SKILL.md covers Workflow, Tool Reference, Coordinate System and Examples, plus 2 more sections
  • Calls npx

What it does

Uloop Simulate Mouse UI is an agent skill from Haruma-K/UnityScreenNavigator. Simulate PlayMode EventSystem UI mouse actions using top-left Game View coordinates. Use for UI clicks, long-presses, or drags from annotated screenshots.

Its SKILL.md is about 2.1k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. The repository describes itself as: Library for screen transitions, transition animations, transition history stacking, and screen lifecycle management in Unity's uGUI. The licence is MIT.

When your agent uses it

  • Drags from annotated screenshots

Example prompts

  • “/uloop-simulate-mouse-ui”

Requirements

  • Node.js

Workflow steps

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

  1. Ensure Unity is in PlayMode (use npx --yes uloop-cli@2.2.0 control-play-mode --action Play if not)
  2. Get UI element info: npx --yes uloop-cli@2.2.0 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…
  4. Execute the appropriate npx --yes uloop-cli@2.2.0 simulate-mouse-ui command
  5. Take a screenshot to verify the result: npx --yes uloop-cli@2.2.0 screenshot --capture-mode rendering --annotate-elements true
  6. Report what happened

What it can do on your machine

Read from SKILL.md and the folder at commit c7c0c36. 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

    Shell commands in SKILL.md call:

    • npx

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

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    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 UI loads about 2.1k tokens when it runs. Until then it costs about 45 tokens; SKILL.md has 806 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~45
When it runs · the whole SKILL.md, loaded when a task matches
~2.1k

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 Haruma-K/UnityScreenNavigator at commit c7c0c36, republished under its MIT licence (© Haruma-K). 806 words, ~2,079 tokens.

Download SKILL.mdSave it as .claude/skills/uloop-simulate-mouse-ui/SKILL.md (or your agent's skills folder).
name
uloop-simulate-mouse-ui
description
Simulate PlayMode EventSystem UI mouse actions using top-left Game View coordinates. Use for UI clicks, long-presses, or drags from annotated screenshots.
context
fork

Task

Simulate mouse interaction on Unity PlayMode UI: $ARGUMENTS

Workflow

  1. Ensure Unity is in PlayMode (use npx --yes uloop-cli@2.2.0 control-play-mode --action Play if not)
  2. Get UI element info: npx --yes uloop-cli@2.2.0 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 npx --yes uloop-cli@2.2.0 simulate-mouse-ui command
  5. Take a screenshot to verify the result: npx --yes uloop-cli@2.2.0 screenshot --capture-mode rendering --annotate-elements true
  6. Report what happened

Tool Reference

bash
npx --yes uloop-cli@2.2.0 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
Show full SKILL.md (313 more words)Show less
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

bash
# Click a button at a Game View position
npx --yes uloop-cli@2.2.0 simulate-mouse-ui --action Click --x 400 --y 300

# Force-click a button behind a raycast blocker by path
npx --yes uloop-cli@2.2.0 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
npx --yes uloop-cli@2.2.0 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
npx --yes uloop-cli@2.2.0 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
npx --yes uloop-cli@2.2.0 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
npx --yes uloop-cli@2.2.0 simulate-mouse-ui --action LongPress --x 400 --y 300 --duration 3.0

# One-shot drag (start to end in one call)
npx --yes uloop-cli@2.2.0 simulate-mouse-ui --action Drag --from-x 400 --from-y 300 --x 600 --y 300

# Slow drag for visual inspection
npx --yes uloop-cli@2.2.0 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)
npx --yes uloop-cli@2.2.0 simulate-mouse-ui --action DragStart --x 400 --y 300
npx --yes uloop-cli@2.2.0 screenshot --window-name Game
npx --yes uloop-cli@2.2.0 simulate-mouse-ui --action DragMove --x 500 --y 300
npx --yes uloop-cli@2.2.0 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 npx --yes uloop-cli@2.2.0 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.

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

Files

Just SKILL.md in .codex/skills/uloop-simulate-mouse-ui of Haruma-K/UnityScreenNavigator.

Open the folder on GitHubat commit c7c0c36

Compare with similar skills

Uloop Simulate Mouse UI next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Uloop Simulate Mouse UI compared with similar skills
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Threejs Game Directormajidmanzarpour/threejs-game-skills2.4k—~2.2kAutomated safety check: PassMIT
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Questions about Uloop Simulate Mouse UI

What does Uloop Simulate Mouse UI do?

Simulate PlayMode EventSystem UI mouse actions using top-left Game View coordinates. Uloop Simulate Mouse UI is an agent skill from Haruma-K/UnityScreenNavigator. Simulate PlayMode EventSystem UI mouse actions using top-left Game View coordinates.

When should I use Uloop Simulate Mouse UI?

Uloop Simulate Mouse UI fits situations like: drags from annotated screenshots.

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

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

How do I install Uloop Simulate Mouse UI in Codex?

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

Can I use Uloop Simulate Mouse UI 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 Haruma-K/UnityScreenNavigator --skill uloop-simulate-mouse-ui -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-ui, .gemini/skills/uloop-simulate-mouse-ui, .github/skills/uloop-simulate-mouse-ui and .opencode/skills/uloop-simulate-mouse-ui in your project.

What does Uloop Simulate Mouse UI need to run?

Going by SKILL.md and its folder, Uloop Simulate Mouse UI needs the command-line tools its instructions call (npx). Our summary lists: Node.js.

Does Uloop Simulate Mouse UI access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Uloop Simulate Mouse UI 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 UI use?

Uloop Simulate Mouse UI 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 UI use?

About 2.1k tokens (SKILL.md is roughly 8.3k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Uloop Simulate Mouse UI?

Skills that share tags, products or a category with Uloop Simulate Mouse UI: 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 UI?

Haruma-K (a GitHub user) maintains it in Haruma-K/UnityScreenNavigator, which has 1,123 GitHub stars. The repository holds 2 skills in this directory. The repository was last updated on August 18, 2026.

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