IClickAndHoldOperator
{"holdMillis": 1000}
How to use it
IClickAndHoldOperator is exposed by the Gameplay MCP MCP server. Add the server to your MCP client (Claude Desktop, Cursor, Windsurf and others), and the IClickAndHoldOperator tool becomes available to the model automatically. See the full listing for setup details and every tool this server provides.
FULL GAMEPLAY MCP LISTINGOther tools in Gameplay MCP (20)
Image format: "jpeg" (default) or "png".
(by GameObject): {"destination": {"name": "DropTarget"}, "dragSpeed": 50}
Inspect a GameObject by name, path, text label, or texture name and returns properties as JSON. Waits for the GameObject to appear and become reachable within a timeout period.
Finds a reachable GameObject and executes the specified operator on it.
{"direction": [0.0, 1.0], "distance": 100, "scrollSpeed": 50}
{"direction": [1.0, 0.0], "swipeSpeed": 100}
{"text": "input text"}
{"isOn": true}
Returns a list of operable actions as a JSON array. Each entry contains a target GameObject and the operator class name that can act on it. For Button components, the text label and texture name are also included in the target.
Returns the currently loaded scenes as JSON. The active scene is marked with active=true.
Maximum length of the long side in pixels. The image is scaled down if it exceeds this value. Defaults to 1568.
GameObject name.
Operator-specific arguments as a JSON string. The JSON keys must match the parameter names of the operator's OperateAsync method overloads. Known arguments for built-in operators:
Concrete operator class name (e.g., "UguiClickOperator").
Hierarchy path separated by /. Supports glob wildcards (?, , ).
JPEG encoding quality (1–100). Only used when format is "jpeg". Defaults to 75.
If true (default), only reachable GameObjects are included.
Captures the current game screen and returns it as an image.
Text label on a Button component child. If specified, uses ButtonMatcher.
Texture/sprite name on a Button component. If specified, uses ButtonMatcher.