Simulate input
simulate_inputSend synthetic input to a running Godot game via its native input system, enabling realistic simulation of actions, keys, and mouse events for automated testing.
Instructions
Send synthetic input to the running game — a mapped action, a key, a mouse move or a click. Goes through Godot's input system, so the game reacts exactly as it would to a real device. Requires bridge_install and a running game.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| x | No | Screen X for mouse events. | |
| y | No | Screen Y for mouse events. | |
| alt | No | ||
| key | No | Key name, e.g. "A", "Space", "Escape", "Left", "F1". | |
| ctrl | No | ||
| kind | Yes | Prefer 'action' — it uses the project's own input map and survives rebinding. | |
| shift | No | ||
| action | No | Input action name, e.g. "ui_accept", "jump". | |
| button | No | 1 left, 2 right, 3 middle. | |
| pressed | No | Press (true) or release (false). 'click' always does both. | |
| project | No | Godot project folder (the one with project.godot). Optional if the server was started with --project. | |
| strength | No | Analog strength for actions. |