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MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/unity/unity-testing/SKILL.md

unity-testing

Skill105 starsChanged 8 months agoMITView on GitHub

Choose the right mix of plain C#, edit mode, play mode, and smoke testing for Unity features.

2 other projects use a version of this.

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The file

We split this skill into the rules it gives an agent

4 rules. About 0 are common, 4 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈4

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    test suites are slow or brittle

    line 15
  2. Distinctive:

    use edit mode for engine-integrated but non-playmode logic

    line 26
  3. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 58
  4. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 59

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Unity Testing

Purpose

Choose the right mix of plain C#, edit mode, play mode, and smoke testing for Unity features.

Use When

  • adding Unity tests
  • test suites are slow or brittle
  • engine-specific regressions are slipping through

Inputs

  • feature risk profile
  • test harness availability
  • scene dependencies
  • CI limits

Process

  1. push deterministic logic into plain C# tests where possible
  2. use edit mode for engine-integrated but non-playmode logic
  3. reserve play mode for lifecycle and integration-sensitive behavior
  4. stabilize fixtures and scene assumptions
  5. mark gating versus informational suites explicitly

Outputs

  • test-layer strategy
  • candidate test cases
  • CI coverage notes
  • flakiness reduction plan

Quality Bar

  • respects Unity lifecycle, serialization, and content authoring realities
  • keeps editor/runtime/test boundaries clean
  • prevents scene, prefab, and package complexity from becoming hidden architecture

Common Failure Modes

  • inspector wiring being the only source of truth
  • overusing MonoBehaviours or scene setup as architecture
  • package or scene drift reaching release without review

Related Agents

  • unity-reviewer
  • qa-lead
  • gameplay-programmer

Related Commands

  • unity-review
  • verify
  • qa-plan

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

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