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EL4CTEO

Roblox Studio MCP

Send keyboard and mouse input

input

Send real keyboard and mouse actions to a live playtest to test UI bindings, key presses, and clicks, confirming delivery via client-side scripts.

Instructions

Sends real keyboard and mouse input to a running playtest — the same events a person pressing the keys would produce.

This is how to test what character cannot reach. character drives the Humanoid directly, which answers 'can it get to the door'; this answers 'does pressing E open it', 'does the sprint key work', 'does the menu close on Escape' — anything bound to input rather than to movement. Use character for going places and this for controls.

Steps run in order, so a sequence is one call: tap E, wait, click at a point, type a name. hold is how long a key or button stays down, after is how long to wait before the next step — a jump held for a second is a different test from a tapped one.

REQUIRES A RUNNING PLAYTEST, and must be addressed to the playtest's studioId from list_studios, not the editor's.

A pointer is drawn on screen and travels to each target before the click, so the user can see what you are aiming at. Turn it off with cursor: false.

How it works, because it explains the one thing that will surprise you: input belongs to the data model that creates it, and the character is driven by the CLIENT. Sending from the playtest's server succeeds and moves nothing. So this parents a short script into the player's PlayerGui, which runs on their client, and that reports back when the input has actually been delivered. Nothing is reported as sent until the client confirms it. If confirmation never arrives you get an error, not a success — check where things really are with character op="state".

Mouse coordinates are viewport pixels from the top-left, so pair this with screenshot to see what is where before clicking it.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
stepsYesInput steps, delivered in order.
cursorNoDraw a pointer on screen that travels to each target before the click, with a ripple where it lands. On by default: synthetic input is otherwise invisible, so the user watching sees effects with no cause, and a click that misses looks identical to one that hit. Turn it off only when recording something where the pointer would be in the way.
playerNoWhich player, by name. Omit for the only one; needed in a multiplayer test.
studioIdNoThe PLAYTEST session's id — not the editor's. See list_studios.
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

The description goes far beyond the annotations by revealing the non-obvious client-side execution model: input is delivered through a script parented into PlayerGui, and success is only reported after client confirmation. It also explains the on-screen pointer, ordering of steps, hold/after semantics, and error behavior when confirmation never arrives.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is long but every sentence earns its place, covering purpose, usage boundaries, prerequisites, parameter behavior, and failure semantics. It is front-loaded with the core function and then progresses naturally to operational details an agent would need before calling the tool.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a tool with no output schema and non-obvious execution behavior, the description is complete: prerequisites, alternatives, coordinate system, visual cursor behavior, client-side routing, confirmation semantics, and error handling are all covered. An agent can correctly select and invoke this tool without needing additional context.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters5/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Even though the schema already documents all parameters at 100% coverage, the description adds meaningful operational meaning: it clarifies the distinction between `hold` and `after`, explains that steps execute in order as a sequence, and defines mouse coordinates as viewport pixels from the top-left for use with screenshots. This enriches the schema without merely repeating it.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description names a specific verb and resource: sending real keyboard and mouse input to a running playtest. It explicitly differentiates this from the sibling `character` tool, stating that `character` handles movement while this handles controls. The title also removes ambiguity from the generic tool name.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It gives explicit when-to-use guidance: use this for input-bound behaviors and `character` for movement. It also states a hard prerequisite (running playtest), tells the agent to use the playtest's studioId from `list_studios`, and recommends pairing with `screenshot` for coordinate targeting.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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