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/Bilal140202/the-lord-of-the-skillsWrote 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/rules/bilal140202/the-lord-of-the-skills/unity-testing)<a href="https://agentmods.dev/rules/bilal140202/the-lord-of-the-skills/unity-testing"><img src="https://agentmods.dev/badge/rules/bilal140202/the-lord-of-the-skills/unity-testing/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/rules/bilal140202/the-lord-of-the-skills/unity-testing"><img src="https://agentmods.dev/badge/rules/bilal140202/the-lord-of-the-skills/unity-testing.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 | $0.00007 | $0.00593 |
| Opus 5 | $0.00003 | $0.00296 |
| Sonnet 5 | $0.00001 | $0.00119 |
| Haiku 4.5 | $0.00001 | $0.00059 |
Grade A, and why
unity-testing 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 8d 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.
This is a copy
100% identical to unity-testing — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
What it actually says
Unity Test Framework Guidelines
When writing tests in Unity 6.2, adhere to the AAA (Arrange, Act, Assert) pattern and use the Constraint Model for assertions (Assert.That). This ensures readability and maintainability.
1. Assembly Definition Requirement
Ensure your test script is located in a folder with an .asmdef (Assembly Definition) file that:
- References
UnityEngine.TestRunnerandUnityEditor.TestRunner. - References the Assembly Definition of your main project logic (Runtime code).
2. Edit Mode Test (Pure Logic)
Use this for testing logic that is independent of the Engine Loop (e.g., Math, Data Parsing, State Machines). These tests run very fast.
using NUnit.Framework;
// using MyProject.Systems;
public class HealthSystemTests
{
[Test]
public void TakeDamage_DecreasesCurrentHealth()
{
// Arrange
var healthSystem = new HealthSystem(maxHealth: 100);
// Act
healthSystem.TakeDamage(30);
// Assert
// Use Constraint Model for better readability
Assert.That(healthSystem.CurrentHealth, Is.EqualTo(70));
}
}
3. Play Mode Test (Integration & Physics)
Use this for testing GameObject interactions, Physics, and Coroutines.
IMPORTANT: Always use [TearDown] to destroy created objects. If you rely on Object.Destroy at the end of the test method and an assertion fails beforehand, the object will leak into the scene.
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using System.Collections;
public class PlayerMovementTests
{
// Standard Microsoft C# style: _camelCase for private fields
private GameObject _player;
private PlayerController _controller;
[SetUp]
public void Setup()
{
// Create an isolated environment for each test
_player = new GameObject("TestPlayer");
_controller = _player.AddComponent<PlayerController>();
}
[TearDown]
public void Teardown()
{
// Guaranteed cleanup even if an assertion fails
if (_player != null)
{
Object.Destroy(_player);
}
}
[UnityTest]
public IEnumerator Move_ForwardInput_ChangesPosition()
{
// Arrange
var startPosition = _player.transform.position;
// Act
_controller.Move(Vector3.forward);
// Wait for one frame (for Update logic)
yield return null;
// OR wait for physics step if using Rigidbody
// yield return new WaitForFixedUpdate();
// Assert
Assert.That(_player.transform.position.z, Is.GreaterThan(startPosition.z));
}
}
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.
- 8d ago First seen · 93 lines · 7 tokens per session scan A 2a912d84f3a6
unity-testing is a cursor rule published in the GitHub repository Bilal140202/the-lord-of-the-skills (4 stars, last pushed 6d ago), licensed MIT. It adds 7 tokens to every session and 593 once invoked, about $0.0000 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-testing, differing in 0 lines, and is treated as a copy.
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