SuperAPI AI Directory

uloop-raycast

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Updated 10-16 05:50

About this skill

uloop raycast

Check what a top-left Game View coordinate hits in 3D physics.

Usage

uloop raycast --x <x> --y <y> [--layer-mask <mask>] [--max-distance <distance>]

Parameters

Parameter Type Default Description
--x number 0 Target X position in Game View pixels (origin: top-left). Use AnnotatedElements[].SimX, RaycastGridPoints[].InputX, or raw image pixels converted with ScreenshotToInputFormula.
--y number 0 Target Y position in Game View pixels (origin: top-left). Use AnnotatedElements[].SimY, RaycastGridPoints[].InputY, or raw image pixels converted with ScreenshotToInputFormula.
--layer-mask number Unity default raycast layers Physics layer mask used by the raycast.
--max-distance number 1000 Maximum raycast distance in world units.

Coordinate System

  • --x / --y use the same top-left Game View input coordinates as simulate-mouse-input.
  • Raw image pixels from uloop screenshot --capture-mode rendering must be converted with ScreenshotToInputFormula.
  • AnnotatedElements[].SimX/SimY and RaycastGridPoints[].InputX/InputY can be passed directly to this tool.
  • Do not flip Y in the caller. The tool converts internally:
unity_x = input_x
unity_y = gameViewHeight - input_y

Examples

# Check what is under a screenshot coordinate
uloop raycast --x 960 --y 540

# Check only specific layers
uloop raycast --x 960 --y 540 --layer-mask 1

Output

Returns JSON with:

  • Success: Whether the command completed
  • Message: Status message
  • Hit: Whether physics hit anything
  • HitGameObjectName / HitGameObjectPath: Hit object identity when Hit is true
  • HitLayer / HitLayerName: Hit object layer when Hit is true
  • Distance, HitPointX/Y/Z, HitNormalX/Y/Z: Hit details when Hit is true
  • InputCoordinateSystem, UnityCoordinateSystem, GameViewWidth/Height, InputPositionX/Y, InjectedUnityPositionX/Y, CoordinateConversionFormula: Coordinate conversion details

Notes

  • Requires an active Camera.main.
  • Uses Unity Physics raycasts, not UI EventSystem raycasts.