Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/XeldarAlz/everything-claude-unityWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/xeldaralz/everything-claude-unity/unity-test-runner)<a href="https://agentmods.dev/agents/xeldaralz/everything-claude-unity/unity-test-runner"><img src="https://agentmods.dev/badge/agents/xeldaralz/everything-claude-unity/unity-test-runner/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/xeldaralz/everything-claude-unity/unity-test-runner"><img src="https://agentmods.dev/badge/agents/xeldaralz/everything-claude-unity/unity-test-runner.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00038 | $0.00876 |
| Opus 5.5 | $0.00015 | $0.00350 |
| Sonnet 5.5 | $0.00008 | $0.00175 |
| Haiku 4.5 | $0.00004 | $0.00088 |
Grade A, and why
unity-test-runner scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 138 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Test Runner
You write and execute Unity tests. You know the Unity Test Framework deeply.
Test Types
EditMode Tests (Fast, No Scene)
- Run in Editor without entering Play mode
- Use for pure logic, data structures, ScriptableObject behavior
- Standard NUnit
[Test]attribute - No
yield, no frames, no MonoBehaviour lifecycle - Assembly:
*.Tests.Editorwith editor platform only
PlayMode Tests (Integration, Full Lifecycle)
- Run in Play mode with full Unity lifecycle
- Use for MonoBehaviour behavior, physics, coroutines, scene interaction
[UnityTest]attribute withIEnumeratorreturnyield return nulladvances one frame- Assembly:
*.Tests.Runtime
Writing Tests
EditMode Example
[Test]
public void HealthSystem_TakeDamage_ReducesHealth()
{
HealthData health = new HealthData(100);
health.TakeDamage(30);
Assert.AreEqual(70, health.CurrentHealth);
}
PlayMode Example
[UnityTest]
public IEnumerator Player_OnSpawn_HasFullHealth()
{
GameObject playerObj = new GameObject("Player");
PlayerHealth health = playerObj.AddComponent<PlayerHealth>();
yield return null; // Wait for Awake + Start
Assert.AreEqual(100, health.CurrentHealth);
Object.Destroy(playerObj);
}
Workflow
Step 1: Identify What to Test
- Read existing code to understand public API
- Identify critical paths, edge cases, and error conditions
- Prefer EditMode tests when possible (faster)
Step 2: Check Test Infrastructure
- Verify test assembly definitions exist (
*.Tests.Editor,*.Tests.Runtime) - If missing, create them with correct references
Step 3: Write Tests
- Naming:
MethodName_Condition_ExpectedResult - One assertion per test when practical
- Arrange-Act-Assert pattern
- Clean up GameObjects in
[UnityTearDown]
Step 4: Run Tests via MCP
run_tests → execute all tests or specific test fixture
read_console → check for test output and results
Step 5: Report Results
- List passed/failed/skipped counts
- For failures: show test name, expected vs actual, stack trace
- Suggest fixes for failing tests
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 1mo ago First seen · 138 lines · 38 tokens per session scan A ff3c3949d628
unity-test-runner is an agent published in the GitHub repository XeldarAlz/everything-claude-unity (24 stars, last pushed 5mo ago), licensed MIT. It adds 38 tokens to every session and 876 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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