Skip to main content
Glama
EL4CTEO

Roblox Studio MCP

Send keyboard and mouse input

input

Send real keyboard and mouse input to a running playtest to test UI controls, key binds, and text entry, with a visible pointer showing where clicks land.

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. The client reads them at an offset the reply reports as landed — aim once, read where it actually landed, then correct. Under an emulated device that offset is large and stops being a simple translation, so re-read it after each click rather than reusing an earlier one.

A text step types into the FOCUSED TextBox. Click the box in the same call, one step before the text, and the focus is taken for you; with no box to type into the step is reported as having done nothing rather than as delivered.

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.

Schema Changelog

Changes observed during successful MCP inspections. Dates show when Glama detected each change.

  1. Changed1 schema field changedv0.3.7
    • changedInput schema / properties / steps / items / properties / text / description
      Previous value: -"text only: the string to type."New value: +"text only: the string to type. Goes to the focused TextBox — click it first, in the same call."
  2. First observedv0.1.8

TDQS

A5/5.0
Behavior5/5

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

The description goes well beyond the annotations: it explains that input is delivered through a client-side script, that success is only reported after the client confirms delivery, that errors occur on missing confirmation, that a pointer is drawn on screen, and that coordinate offsets are reported as `landed`. This gives crucial failure-mode and execution-context insight.

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 paragraph adds distinct, non-redundant guidance for a genuinely complex tool. It is front-loaded with purpose and sibling differentiation, then proceeds through prerequisites, visualization, execution semantics, coordinates, and text input in a logical order.

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?

Given the tool's complexity, the description covers prerequisites, error behavior, coordinate space, cursor behavior, timing semantics, and client/server delivery. The schema already documents parameter defaults and constraints, so no essential calling information is missing.

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 schema description coverage is 100%, the description adds substantial meaning: `after` is explained as wait-before-next-step, `action` press/release across steps is clarified, `text` requires a focused TextBox that can be clicked in the same call, and mouse coordinates are tied to viewport pixels and `screenshot`.

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 first sentence states a specific verb and resource: sends real keyboard and mouse input to a running playtest. It also explicitly distinguishes itself from `character` by contrasting input-driven controls with movement/Humanoid-driven behavior, so an agent can tell which sibling to choose.

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?

The description gives explicit when-to-use guidance: use `character` for going places and this for controls. It also states prerequisites (a running playtest, the playtest's studioId from `list_studios`) and explains the intended use of `after`, `hold`, `cursor`, and text focus.

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

Latest Blog Posts

MCP directory API

We provide all the information about MCP servers via our MCP API.

curl -X GET 'https://glama.ai/api/mcp/v1/servers/EL4CTEO/rbx-studio-mcp'

If you have feedback or need assistance with the MCP directory API, please join our Discord server