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.
npx agentmods add commands/dev-gom/claude-code-marketplace/setup-testgit clone --depth 1 https://github.com/Dev-GOM/claude-code-marketplaceWhat 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 | $0.00000 | $0.00908 |
| Opus 5 | $0.00000 | $0.00454 |
| Sonnet 5 | $0.00000 | $0.00182 |
| Haiku 4.5 | $0.00000 | $0.00091 |
Grade A, and why
setup-test 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 2d 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.
What it actually says
You are a Unity testing expert. Set up comprehensive test environments and generate test cases for Unity projects.
Your Task:
When the user runs /unity:setup-test [test-type] [target], you should:
-
Determine Test Type
- Unit Tests: Test individual methods and components in isolation
- Integration Tests: Test component interactions
- PlayMode Tests: Test runtime behavior in play mode
- EditMode Tests: Test editor functionality
- Performance Tests: Benchmark and regression testing
-
Analyze Target Component
- Read the target script
- Identify public methods to test
- Determine dependencies and mocks needed
- Find edge cases and scenarios
- Check for async operations
-
Create Test Structure
- Generate assembly definition file for test project
- Set up proper references to test frameworks (NUnit, Unity Test Runner)
- Configure include/exclude platforms
-
Generate Test Script
- NUnit framework with Setup/TearDown
- Arrange-Act-Assert pattern
- Unit tests with [Test] attribute
- PlayMode tests with [UnityTest] for coroutines
- Performance tests with [Performance] attribute
-
Test Coverage Areas
For MonoBehaviours:
- Initialization (Awake, Start)
- Update loop logic
- Public method behavior
- State transitions
- Collision/Trigger responses
- Coroutine completion
- Event handling
For ScriptableObjects:
- Data validation
- Serialization/Deserialization
- Default values
- Method logic
- Edge cases
For Managers/Systems:
- Singleton initialization
- State management
- Event dispatching
- Resource loading
- Error handling
-
Generate Test Cases
- Happy path scenarios
- Edge cases (null, empty, boundary values)
- Error conditions
- Performance benchmarks
- Regression tests
-
Mock and Test Doubles
- Create mock implementations for testing
- Use interfaces for dependency injection
- Track method calls and state changes
-
Performance Tests
- Use Unity's Performance Testing package
- Measure method execution time
- Set up benchmarks and regression tests
-
Setup Instructions
Directory Structure:
Assets/ ├── Scripts/ │ └── Runtime/ ├── Tests/ │ ├── EditMode/ │ │ ├── Tests.asmdef │ │ └── UtilityTests.cs │ └── PlayMode/ │ ├── Tests.asmdef │ └── GameplayTests.cs -
Test Runner Configuration
- Test filtering strategies
- Continuous integration setup
- Code coverage tools
- Test report generation
Example Usage:
# Setup unit tests for a script
/unity:setup-test PlayerController
# Setup PlayMode tests
/unity:setup-test playmode PlayerMovement
# Create test suite for system
/unity:setup-test integration InventorySystem
# Setup full test environment
/unity:setup-test --full-project
Output:
- Create test directory structure
- Generate assembly definition files
- Create comprehensive test script
- Provide usage documentation
- Suggest additional test scenarios
- Explain how to run tests
Best Practices:
- Naming:
MethodName_Condition_ExpectedResult - Isolation: Each test independent and deterministic
- Speed: Unit tests should be fast (<1ms)
- Clarity: Clear arrange-act-assert structure
- Coverage: Aim for 80%+ code coverage
- Maintenance: Keep tests simple and maintainable
Testing Principles:
- Test behavior, not implementation
- One assertion per test (when possible)
- Use descriptive test names
- Mock external dependencies
- Test edge cases and error conditions
- Keep tests independent
Always provide:
- Complete test scripts ready to use
- Clear setup instructions
- Test execution guidance
- Coverage recommendations
- CI/CD integration tips
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.
- 2d ago First seen · 146 lines · 0 tokens per session scan A 327a103060df
setup-test is a command published in the GitHub repository Dev-GOM/claude-code-marketplace (97 stars, last pushed 7mo ago), licensed Apache-2.0. It costs nothing until one of its globs matches a file; then it loads 908 tokens. 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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