🧯 Zigbee2MQTT - Xiaomi Cube Controller

(128 possible actions!!) This Blueprint uses a Zigbee2MQTT built sensor to sort out the 38(+54) commands available from the Xiaomi Magic Cube. This gives you the ability to trigger actions using the remote. NOTICE: Using this Blueprint and example scripts, this cube can be triggered 98 ways, but only 38(+54) of them are unique…

:bookmark_tabs: Changelog

  • 2022-05-05: Updated for 2022.5.0 HA. Added Markdown to !input Descriptions plus shortcut or.
  • 2022-04-26 update-B UPDATE: No code changes. Added examples to provide another 30 more ways to trigger something using conditionals in Group 3 :pear:,
  • 2022-04-26 update-A UPDATE: No code changes. Added examples to provide 24 more ways to trigger something using the rotate sensor as a device toggle, both long and short for each rotate sensor.
  • 2022-04-26: Re-configure to add 30 Action Methods !!NOTICE!! If you are upgrading the Blueprint, upgrade the template sensor as well. The variables are different…
    • Add 30 flip actions for any side to any side addressing
    • Add ‘last_side’ variable to display sensor and code
    • Change variable named ‘event’ into ‘action’ fo clarity
    • Change variable named ‘sub-event’ into ‘side’ for clarity
    • Added Group 1 :apple:, Group 2 :tangerine:, & Group 3 :pear: to help users decide which sensors to populate
    • Added Emojis to help people visualize what action is in what Group
  • 2022-04-11: No Code Change. Added guidance to solve missing Action Sensor condition in this document.
  • 2022-03-17: Added 6 functions that do not care about side. Makes it simple if you only want a couple of functions.
    • Added some aliases on some choose statements to improve Trace Diagrams and Troubleshooting.
  • 2022-03-12: Changed de-bounce logic from not repeating the last action to single mode and added a 1 second delay at the end. Was hard to do the same action twice (IE: Rotation) as the logic would prevent it.
  • 2022-02-15.1: Later that same day realized that if you have more than 1 cube, the event will be lacking so added ID.
  • 2022-02-15: Forked from Z2M - Xiaomi Cube Controller Version 1.2
    • Updated Documentation.
    • Added Latched event sensor.

:envelope_with_arrow: Get Started

Updates will be published on my GIT repository with the rest of my Home Assistant Blueprint collection.

I have 2 of these cubes. If you aren’t careful they trigger and do all kinds of things just sitting on the desk. Awesome when you want it to do this, but a HUGE PITA if you don’t.

A friend of mine came up with this and it works awesome. He didn’t want people hassling him about remixes and such, so he let me put it on the Thingiverse. I printed one for each of my cubes and because it’s now parked at a diagonal it will not trigger, unless you knock it on the floor or something. I highly suggest you print yourself one of these or find someone to print one for you… It will make cube life much simpler…

Option 1: My Home Assistant

Click the badge to import this Blueprint

Open your Home Assistant instance and show the blueprint import dialog with a specific blueprint pre-filled.

Please Click the :orange_heart: at the end of the Top Post if you find this Useful

Option 2: Direct Link

Copy this link if you want to import the blueprint in your installation.
https://github.com/SirGoodenough/HA_Blueprints/blob/master/Automations/Zigbee2MQTT%20-%20Xiaomi%20Cube%20Controller.yaml

:open_book: Description

This Blueprint uses a Zigbee2MQTT built sensor to sort out the 38 commands available from the Xiaomi Magic Cube Remote. The split out of functions gives you the ability to assign local scripts or functions to do the things you want the remote to do. Functions that are left empty will simply do nothing.

:apple: There is a set of 36 event functions that will trigger on specific actions on specific sides that are listed as Group 1 actions :apple:

:tangerine: There is a set of 6 event functions that will trigger on specific actions on ANY side that are listed as Group 2 sctions :tangerine:

:pear: There is a set of 30 event functions that will trigger on cube flips to & froma specific sides that are listed as Group 3 sctions :pear:

:doughnut: There are 2 actions (shake and drop) that only occur once and are OK to be combined with any other group

Please be aware that ALL actions except the 2 listed above / :doughnut: will trigger an action in ALL 3 groups at the same time every time. Therefore I suggest if you just have a couple of things you want this remote to do that you choose the ANY / Group 2 / :tangerine: events. If you want more than a few events, you should select actions in Group 1 / :apple: OR Group 3 / :pear:. With careful selection you can use mixed groups, but you run the risk of a single cube action triggering more than 1 Home Assistant action and making a mess of things :bento:.

NOTICE: This cube can be triggered 74 ways, but only 38 of them are unique

There is sample code to make the template sensor in the help file on GitHib named the same as this one and in the community page related to this.

Seeing the cube commands for training the operator

Within this blueprint there is an event handler that will latch the last command that the blueprint finds and sends that to the event buss. From there a simple Template sensor can grab it and show you the last action sent. This will help when setting up new functions and to troubleshoot strange behaviors. Add an entity card in your dashboard for sensor.cube_last_action to see what actions occur as you move the cube.

template:
  - trigger:
      - platform: event
        event_type: cube_last_action
    sensor:
      - name: "Cube Last Action"
        unique_id: Any-unique-string-here-MUST-be-unique
        icon: mdi:eye-refresh-outline
        attributes:
          friendly_name: "Cube Action"
        state: >
          {{ trigger.event.data.friendly_name }} - 
          {{ trigger.event.data.action }} - 
          {{ trigger.event.data.side }} frm 
          {{ trigger.event.data.last_side }}

Event Sensor in Action

If you wish to ‘store’ these events you can add this sensor to recorder and it will save them for you.

Programming actions

My ‘suggestion’ is that you do separate scripts for most, if not all of the actions you generate here. If you are using the UI editor for the simple things you are fine, but for more complicated things scripts may work better for you. This is my opinion and how I am using it, to each their own. See my example dimmer script below…

Getting Tap and Flip actions to work

I have had reports of the ‘tap’ action working. It was due to the lack of instructions provided by the manfacturer of the cube. Tap acrions on the cube are initiated by sharply tapping the cube 2x on a hard surface like this:

Demo of Tap Action

In a similar manner, flips need to tap the surface at the end of the 90 or 180 flip. Setting up the template sensor above will help train you in the force needed for all the actions.


This was ‘forked’ from ‘Z2M - Xiaomi Cube Controller
V1.2 project authored by luckypoppy and the friends he pulled together to create the base.

I sincerely thank Him (Them) for their work. I felt there needed to be more documentation for rookie users to properly set this up. I had quite a few questions and when I saw a few questions in that chat from people struggling, I wanted to help. I also had a better idea for troubleshooting info.


First, let’s go over Blueprints and what they are. Blueprints are a way to share automations and is built into Home Assistant. Simple as that. You can import my template code and a copy of it will reside in your configuration. Once there, you can can edit it (if you need changes only) or you can call up that Blueprint to build an automation. It will collect the information needed based on your entities and your personal adjustments, and provide a working automation. You will have to have or add the required hardware and entities that the Blueprint needs to function.

:gear: Usage

:hammer_and_wrench: Installation

  • Open Home Assistant with administrator privileges and on a Lovelace screen, click anywhere in the main entity area and type the letter ‘c’. A selection box should pop up. Type blue and select the button to navigate to blueprints. You can also find blueprints by selecting configuration from the left menu and then blueprints from the center menu.
  • Once there, click on the ‘Import Blueprint’ button in the lower right side of the main screen.
  • In the ‘URL of the blueprint’ line type or paste in the URL of my Blueprint. I have the blueprint stored on my Public GitHub:

GitHub - SirGoodenough/HA_Blueprints: My Collection of Automation and Script Blueprints for Home Assistant

:dna: To make the blueprint work it will need

To make the Blueprint work you will need a functional Magic Cube integrated to Home Assistant thri Zigbee2MQTT and find the sensor entity in the Home Assistant Device tab that Z2M imported which is named similar this:

  • ‘’‘sensor.xxDevice_Namexx_action’’’

If you do not see that sensor, ‘LegacyAPI’ might not be selected in the Zigbee2MQTT settings - settings - advanced menu. Please find and check/select that setting like so:

Z2M Menu Screen

– SCROLL DOWN –

Legacy API Selected Screen

– Another menu item –

The other 4 imported sensors in this Device can be disabled as they will not be used.

Once you have found the entity_id you can build the Automation. To build the automation:

  1. Click on ‘Create Automation’ Open your Home Assistant instance and show your automations. and ‘Use Blueprint’
  2. Add a Description so you can tell what this one is for
  3. Use the Drop-downs to select the Entities for the listed purposes

Code Samples for the items in the next few sections can be found in my Home-Assistant Config here:


:sun_with_face: Dimmer Control

If you are looking for a dimmer control to change brightness based on rotation, here’s something I cobbled together from other community posts here and there. ( Credit Profile - yourigh - Home Assistant Community and others )

I did this with all the complicated stuff in a script that is called with data from the blueprint automation. Then the complicated part is all in 1 place and there is only 1 copy of it. The same script works for both increase and decrease of brightness because the angle in the cube goes positive when turning clockwise and negative when going counter clockwise.

In the blueprint automation:

rotate_cw_face_0:
  - service: script.cube_dimmer_control
    data:
      angle: "{{ trigger.to_state.attributes.action_angle }}"
      light: light.bulb1
rotate_ccw_face_0:
  - service: script.cube_dimmer_control
    data:
      angle: "{{ trigger.to_state.attributes.action_angle }}"
      light: light.bulb1

Then this is the script that’s called to do the heavy lifting. It works for both CW and CCW cube rotations.

In the script intrgration:

cube_dimmer_control:
  description: Template Dimmer Control
  variables:
    angle:
    light:
  sequence:
    - service: light.turn_on
      data:
        entity_id: "{{ light }}"
        brightness_pct: >
          {% set step_size = angle * 0.4 %}
            {# Get brightness as a percent. #}
          {% set cb = (state_attr( light, 'brightness') | float(10) / 255.0) * 100.0 %}
          {% set new_brightness = cb | int(10) + step_size %}
          {% if new_brightness < 5 %}
            {# If it gets really low set to 0. Adjust if needed for your lights. #}
            0
          {% elif new_brightness <= 10 %}
            {# If it's not quite 0, set to a minimum working brightness. #}
            10
          {% elif 91 <= new_brightness < (90 + step_size) %}
            {# If it's almost full brightness, set to 100%. #}
            100
          {% else %}
            {# Send actual calculated value. #}
            {{ new_brightness }}
          {% endif %}
  • The script reduces the angle number to 40% of the rotation angle (you can change this, but 40% works well for my needs).
  • It then grabs the current brightness from the light entity (as a % of the full scale 255 number).
  • The new_brightness target is then calculated.
  • It then checks if the light is already off, and if so, leaves it off.
  • It makes sure the new_brightness is above, in my case, 10% so all the lights come on.
  • It then makes sure that if new_brightness >90%, it is set to 100% and not over that.
  • Finally it provides the calculated brightness %.

:vertical_traffic_light: Color Control

I also extended this to controlling the color one octet (color) at a time. Each color will use both rotations on one sude of the cube. Colors are changed one at a time (Red or Green or Blue) and change the amount (positive ot negative) based on how far you rotate the cube.

In the blueprint automation:

## Side 5 green
rotate_cw_face_5:
  - service: script.cube_green_color_control
    data:
      angle: "{{ trigger.to_state.attributes.action_angle }}"
      light: light.grp_studio
rotate_ccw_face_5:
  - service: script.cube_green_color_control
    data:
      angle: "{{ trigger.to_state.attributes.action_angle }}"
      light: light.grp_studio

Then this is the script that’s called to do the heavy lifting. It works for both CW and CCW cube rotations.

In the Script Intrgration:

cube_green_color_control:
  description: Control the green part of the color
  variables:
    light:
    angle:
  sequence:
    - service: light.turn_on
      data:
        entity_id: "{{ light }}"
        rgb_color: >
          {% set step_size = angle * 0.6 %}
          {% set color = state_attr(light, 'rgb_color') %}
          {% set R = color[0] %}
          {% set G = color[1] %}
          {% set B = color[2] %}
          {% set new_green = G + step_size | int(0) %}
          {% if new_green < 0 %}
            {# Make sure it doesn't go negative #}
            {{ R, 0, B }}
          {% elif new_green > 255 %}
            {# Make sure it doesn't go over 255 #}
            {{ R, 255, B }}
          {% else %}
            {# Send the value calculated #}
            {{ R, new_green, B }}
          {% endif %}
  • The script reduces the angle number to 60% of the rotation angle (you can change this, but 60% works well for my needs).
  • It then grabs the current colors from the light entity and puts them into a list.
  • The new color target is then calculated.
  • It makes sure the new color is not negative.
  • It then makes sure that the new color is not over 255.
  • Finally it provides the calculated color if not in the limits.

This can be used over and over for as many lights as you want to control. But you will need to repeat this and modify it for red and blue color octets.

:repeat: :red_circle: Using Rotate CW and CCW as a Short-Press / Long-Press Toggle

Not enough switch positions for you? How about a posible 24 more? I came up with some scripts you can add to Home Assistant and call for more actions. One is for CW rotation < 100 degrees, another for > 100 degrees. Also the same for CCW. These are can be called from the Group 1 :apple: rotate actions and the Group 2 :tangerine: rotate actions. Match the CW call/recieve or the CCW call/receive pairs together or you are going to be sad. :weary:

Here is a sample of what you put into the script Blueprint UI. It will need to be a manual YAML edit and contain your specific variables. What you see here is one from my config.

service: script.cube_long_cw_toggle
data:
  angle: '{{ trigger.to_state.attributes.action_angle }}'
  entity: light.livingroomlight

And if you are editing it manually in an editor inside the Script calling yaml, this is the way it should look for rotate ce face 3, as an example.

rotate_cw_face_3:
  - service: cube_long_cw_toggle
    data:
      angle: "{{ trigger.to_state.attributes.action_angle }}"
      entity: light.livingroomlight

You can also do this buy going full gui and picking the matching template out of the below section and filling it in similar to this:

These are the standalone scripts that are ‘called’ from the Script calling yaml shown above. If you don’t need all of these only install the ones you will use.

This is a homeassistant.toggle action, so it can toggle anything that that service can handle. Changing it to homeassistant.turn_on or homeassistant.turn_off would change the behavior slightly if this fits your needs better. Using this integration, you can control lights, switches, locks, and lots of different things.

script:
cube_short_cw_toggle:
  description: CW Short Press Toggle
  variables:
    entity:
    angle:
  sequence:
    - condition: template
      value_template: '{{ angle > 0 <= 100 }}'
    - service: homeassistant.toggle
      target:
        entity_id: '{{ entity }}'
cube_long_cw_toggle:
  description: CW Long Press Toggle
  variables:
    entity:
    angle:
  sequence:
    - condition: template
      value_template: '{{ angle > 100 }}'
    - service: homeassistant.toggle
      target:
        entity_id: '{{ entity }}'

cube_short_ccw_toggle:
  description: CCW Short Press Toggle
  variables:
    entity:
    angle:
  sequence:
    - condition: template
      value_template: '{{ angle < 0 >= -100 }}'
    - service: homeassistant.toggle
      target:
        entity_id: '{{ entity }}'
cube_long_ccw_toggle:
  description: CCW Long Press Toggle
  variables:
    entity:
    angle:
  sequence:
    - condition: template
      value_template: '{{ angle < -100 }}'
    - service: homeassistant.toggle
      target:
        entity_id: '{{ entity }}'

Method to use Group 3 :pear: actions and not interfere with Group 1 :apple:

Not enough switch positions for you still? How about another posible 30 more?

This is another ‘action’ that I stumbled upon. I noticed if you turn the cube from side to side very gently, it will internally register as being on a new side, but the flip action doesn’t register. Then if you slide the cube, it will send out an action of slide on side 5 from side 2, or whatever side combo’s you choose. I used 5 from 2 in the example, but you can use any of them.

Showing slide 5 from 2 on the Cube Action Sensor

I’ll be honest, this is the trickiest thing to do yet and I’m not sure it is worth the trouble, but if you want an action in your pocket as a secret action that only you know, this is the trick. Using a soft surface like a towel helps to keep the flip from registering when you set it down.

NOTE: In this example the slide side 5 will also trigger. You may need to add a condition to prevent that from triggering. An example for this 5 from 2 example is to put this condition on the slide side 5 action {{ not last_side == 2 }} before the thing you want to do. Or you can just not have a slide 5 action.

It is as simple as adding a condition of let’s say ‘slide’ in one of the Group 3 :pear: slots.

Here is the GUI editor showing this.

Here is the YAML editor showing this:

alias: Aqara Magic Cube test
description: stuff happens here
use_blueprint:
  path: SirGoodenough/Zigbee2MQTT - Xiaomi Cube Controller.yaml
  input:
    remote: sensor.yertle_action
    5_from_2:
      - condition: template
        value_template: '{{ action == "slide" }}'
      - service: light.toggle
        data: {}
        target:
          entity_id: light.kitchensink

:sun_with_face: :snowflake: Troubleshooting tip

If you are troubleshooting and you want to see more traces back when doing so, here is a TIP I’ve found.
Manually edit the automation created with the ui editor (or manually with a text editor) and add the following to have this automation contain 10 traces instead of the normal 5. Then if the automation is triggering often, you can see the last 10 traces to help you decide what the issue is.

alias: aaaaaaa Test
description: 'See how to increase the number of Traces available''
trace:
  stored_traces: 10
use_blueprint:
.....

:globe_with_meridians: All My Blueprints

Link to ALL my Blueprints

Here is a list of each of my blueprints, a quick description and jump links to the Blueprints Exchange post…

:cyclone: Scripts

:fire_extinguisher:Broadlink on Script Blueprint

This is a SCRIPT Blueprint that uses my Broadlink RM3 to turn my TV on and get it into the correct mode, Pushes remote buttons in sequence.

:fire_extinguisher:Tasmota EZ Button Blueprint

This Script Blueprint generates 3 Buttons to help you manage your Tasmota installed base. Restart All, Update a few, and Update all.

:fire_extinguisher:Play Media File Script Blueprint Blueprint

This is a SCRIPT Blueprint. This provides a way to play canned media files with the big long list of YAML entries but keep the main script or automation clean.

:fire_extinguisher:TTS All Message Blueprint

This script can use any of the 11 integrated TTS Platforms in Home Assistant to send a message to a media player.

:arrows_clockwise: Automations

:fire_extinguisher:Auto Fan Control Blueprint

This Blueprint is for controlling a 3 speed fan based on a temperature sensor. Both fan% control & MQTT fan control versions.

:fire_extinguisher:Door Open TTS Cloud-Say Message Blueprint

This Blueprint is a TTS.cloud-say version of another Door Announcer I found in the HA Blueprint Exchange.

:fire_extinguisher:Keypad Lock or puzzle Box Tool Blueprint

This Blueprint accepts 5 actions & when done in the right order, flips an input_boolean.

:fire_extinguisher:Zigbee2MQTT - Xiaomi Cube Controller Blueprint

This Blueprint uses a Zigbee2MQTT built sensor to sort out the 38(+54) commands from the Xiaomi Magic Cube Remote.

:fire_extinguisher:Zigbee2MQTT - ZemiSmart ZM-RM02 Controller Blueprint

This Blueprint uses the Z2M (Zigbee2MQTT) imported Action sensor to sort out the 18 commands from the ZemiSmart ZM-RM02 Controller.

:man_juggling:t5: Contact Links or see my other work

What are we Fixing Today Homepage / Website: https://www.WhatAreWeFixing.Today/

Channel Link URL: (WhatAreWeFixingToday) https://bit.ly/WhatAreWeFixingTodaysYT

What are we Fixing Today Facebook page (Sir GoodEnough): Redirecting...

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Discord Guild: (Sir_Goodenough#9683) WhatAreWeFixingToday?

:cheese: If you want to support me

Buy me Coffee: Sir GoodEnough

PayPal one-off donation link: PayPal.Me

#WhatAreWeFixingToday

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30 Likes

Hi all,

I can not find the sensor: sensor.xxYour_Hamexx_action
I can only see :

  • action side
  • action to side
  • action from side
  • action angle

How can I create a custom sensor with only action?

Make sure the action sensor is enabled.

Maybe my z2m config but I don’t understand why only 4 sensors are present and not 5

Above is looking at the Device in Home assistant. That is where you enable or disable entities for the device. I have the action enabled, and I have the other 4 disabled as I don’t use them.

You can’t really make one. It should be part of the presets for the Device as Z2M finds it.
I am assuming you are using current version of Z2m.
Does the firmware on your device match mine?

I am using the addon,
Screenshot_2022-04-06_03-53-29

1 Like

I’m not using add-on but docker version of Z2M
http://www.citrowallon.com/hass/hassio-magic.png
http://www.citrowallon.com/hass/z2m-magic.png

Is that docker container up to date?
Otherwise not sure what to say, your Z2M is not creating the sensor.
There is something called ‘action’ in that 2nd picture, I don’t know what that screen is however.

Z2M ui probably…

I have Legacy API enabled. Sometimes that setting messes with devices differently.

Screenshot_2022-04-06_04-14-07

Same configuration for Legacy API.

Thank you very very much. fifth sensor is present now.

1 Like

What was it, may I ask.
In case others find the problem.

enabling of legacy API. It was disabled on my Z2M config.

I’ve just forgot to add “now” in my previous message about “Legacy API”

1 Like

I have fixed the Documentation to prevent this problem in the future. It is fixed on the Git Repo but I have not pushed it up to here yet because I anticipate other changes this week related to today’s 2022.4 release and the multiple entity selector.

Don’t forget to click the :orange_heart: in the top document if you find this useful.

2022-04-11: No Code Change. Added guidance to solve missing Action Sensor condition in this document.

In the Dimmer Control example, I think the second line above should be {% if new_brightness < 5 %}, right? I found that if the light was off (cb == 0), I couldn’t turn it on, until I made that change.

Setting it up to control my home theater lights, volume, and a few other things. Only issue I’m running into is if I pick up the cube and rotate it to a face (e.g. face #2 for volume control) and then put it down to rotate it, often it doesn’t pick up the face change, and thinks it’s still on face #1 (lights). I guess the cube expects to be “flipped” to a face while on a table, not picked up, rotate, and put back down.

Thanks for the blueprint fork! Having lots of fun with it…

Good catch. I’ll fix that right away.

Yes, my solution is to set it on another side and 90-it to the correct side. There is the 1 second delay so you can’t be too quick, though. Pop the entity sensor somewhere in a dashboard and move the cube around, you will see what works and what doesn’t

I did see a de-bounce setting in Z2M but haven’t played with it yet, that may help here. One of these days.


UPDATE: done…

  • Example code bug fix from Michael Fischer
    2022-04-17 - Added new blueprint link to the family
    2022-04-26 - Re-configure to add 30 Action Methods 74 total now…

!!NOTICE!! If you are upgrading the Blueprint, upgrade the template sensor as well. The variables are different…

New Update today… (27-APR-2022)

NO Blueprint CODE changes…

Just some scripts to show you how to add 24 more actions using some template magic. LOOK HERE…

  • 2022-04-26 update-A UPDATE: No code changes. Added examples to provide 24 more ways to trigger something using the rotate sensor as a device toggle, both long and short for each rotate sensor.

New Update today… (29-APR-2022)

NO Blueprint CODE changes…

WE ARE NOW AT ABOUT 128 WAYS TO TRIGGER, ( at least 128, maybe more… )

Just some scripts to show you how to add 30 more actions using some template magic. LOOK HERE…

  • 2022-04-26 update-B UPDATE: No code changes. Added examples to provide another 30 more ways to trigger something using conditionals in Group 3 :pear:,

Please Click the :orange_heart: at the end of the Top Post if you find this Useful

Hello,

I got problem with importing blueprints. This is what I get:

image

looking into into it now.
Sorry, sir. I just imported it 2x and cannot replicate.

I am betting you have an old version of HA that does not know what the multiple is.
I just noticed that I did not lock out versions older than

  homeassistant:
    min_version: 2022.4.0

So I am adding that now. You should now get an error that you need to update HA…

Hello, I can’t get the automation to work.

The trace shows that it fails at the condition template at the beginning but I don’t understand why, here is the “Changed variable” information :

this:
  entity_id: automation.aqara_magic_cube_zigbee2mqtt_2022_04_26
  state: 'on'
  attributes:
    last_triggered: '2022-05-05T23:40:18.659537+00:00'
    mode: single
    current: 0
    id: '1651792422338'
    friendly_name: Aqara Magic Cube Zigbee2MQTT - 2022-04-26
  last_changed: '2022-05-05T23:58:00.273312+00:00'
  last_updated: '2022-05-05T23:58:00.273312+00:00'
  context:
    id: 018096a8b451b854700e524ea4e71690
    parent_id: null
    user_id: null
trigger:
  id: '0'
  idx: '0'
  platform: state
  entity_id: sensor.aqara_cube_salon_action
  from_state:
    entity_id: sensor.aqara_cube_salon_action
    state: ''
    attributes:
      icon: mdi:gesture-double-tap
      friendly_name: Aqara Cube - Salon action
    last_changed: '2022-05-06T00:06:37.296813+00:00'
    last_updated: '2022-05-06T00:06:37.296813+00:00'
    context:
      id: 018096b097f05413d086c4b94da96997
      parent_id: null
      user_id: null
  to_state:
    entity_id: sensor.aqara_cube_salon_action
    state: rotate_right
    attributes:
      icon: mdi:gesture-double-tap
      friendly_name: Aqara Cube - Salon action
    last_changed: '2022-05-06T00:06:37.785562+00:00'
    last_updated: '2022-05-06T00:06:37.785562+00:00'
    context:
      id: 018096b099d920ccc36cf85229c67c2d
      parent_id: null
      user_id: null
  for: null
  attribute: null
  description: state of sensor.aqara_cube_salon_action

There are some hints above. Legacy needs to be on so that the action sensor is available. Also you need at least HA Version 2022.4.0 for some of the other stuff to work.
Check over the issues that others had above and let me know if you still have a problem.

WOW… I spent all afternoon fighting this thing… Tearing my hair out I did…

There was a bug. I’m about to load 2022.5.1 and see if it’s fixed.

@Stormweaker

I had the same issues as above and updated to 2022.5.0 and checked legacy API in z2m (v1.25.0) before posting here.

I updated to 2022.5.1 now but same issue.

Not sure if I can get more debug information, that’s my first time using a blueprint.

Thank you for your time.