tools-unity-test-framework

tools-unity-test-framework is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 27 tokens per session (3,502 once invoked), scanned A, original, MIT.

A set of patterns for testing Unity games in EditMode, which runs without the game, and PlayMode, which runs through Unity's game lifecycle. It covers async tests, mocking, and test organization.

In plain words
What is it for?
Use it to write unit and integration tests for Unity code, test MonoBehaviour behavior, organize test assemblies, and add automated test gates.
Why use it?
It helps catch broken game logic, system interactions, and lifecycle behavior before release. It also supports automated regression checks in CI/CD, where tests run during development workflows.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to write unit and integration tests for Unity code, test MonoBehaviour behavior, organize test assemblies, and add automated test gates.

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Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/tools-unity-test-framework
Install

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.

Any agent
npx skills add IdoCohen560/claude-unity-game-studio --skill tools-unity-test-framework
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

Made for: Claude Code.

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Per session 27 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,502 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00027 $0.03502
Opus 5.5 $0.00011 $0.01401
Sonnet 5.5 $0.00005 $0.00700
Haiku 4.5 $0.00003 $0.00350

Measured 1mo ago against content hash 823510af524e, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

tools-unity-test-framework 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

examples/my-first-game/.claude/skills/tools-unity-test-framework/SKILL.md · 684 lines

How it starts

The opening of the file, as written. The whole thing — 684 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Test Framework

Overview

Unity Test Framework provides NUnit-based testing for Unity with EditMode (fast, no runtime) and PlayMode (full Unity lifecycle) test support.

When to Use

  • Unit testing game logic
  • Integration testing systems
  • Testing MonoBehaviour lifecycle
  • Automated regression testing
  • CI/CD test gates

Test Assembly Setup

Assembly Definition (EditMode)

// Tests/Editor/MyGame.Tests.Editor.asmdef
{
    "name": "MyGame.Tests.Editor",
    "rootNamespace": "MyGame.Tests",
    "references": [
        "MyGame.Core",
        "MyGame.Gameplay",
        "VContainer",
        "UniTask"
    ],
    "includePlatforms": [
        "Editor"
    ],
    "excludePlatforms": [],
    "allowUnsafeCode": false,
    "overrideReferences": true,
    "precompiledReferences": [
        "nunit.framework.dll",
        "NSubstitute.dll"
    ],
    "autoReferenced": false,
    "defineConstraints": [
        "UNITY_INCLUDE_TESTS"
    ],
    "versionDefines": [],
    "noEngineReferences": false
}

Assembly Definition (PlayMode)

// Tests/Runtime/MyGame.Tests.Runtime.asmdef
{
    "name": "MyGame.Tests.Runtime",
    "references": [
        "MyGame.Core",
        "MyGame.Gameplay",
        "VContainer",
        "UniTask"
    ],
    "includePlatforms": [],
    "excludePlatforms": [],
    "overrideReferences": true,
    "precompiledReferences": [
        "nunit.framework.dll",
        "NSubstitute.dll"
    ],
    "defineConstraints": [
        "UNITY_INCLUDE_TESTS"
    ]
}

EditMode Tests

Basic Test Structure

using NUnit.Framework;

namespace MyGame.Tests
{
    [TestFixture]
    public class DamageCalculatorTests
    {
        private DamageCalculator _calculator;
        
        [SetUp]
        public void SetUp()
        {
            _calculator = new DamageCalculator();
        }
        
        [TearDown]
        public void TearDown()
        {
            _calculator = null;
        }
        
        [Test]
        public void CalculateDamage_WithCrit_DoublesBaseDamage()
        {
            // Arrange
            var baseDamage = 100;
            var isCrit = true;
            
            // Act
            var result = _calculator.Calculate(baseDamage, isCrit);
            
            // Assert
            Assert.AreEqual(200, result);
        }
        
        [Test]
        public void CalculateDamage_NoCrit_ReturnsBaseDamage()
        {
            var result = _calculator.Calculate(100, false);
            Assert.AreEqual(100, result);
        }
    }
}

Read the full file on GitHub · 684 lines

Changes

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.

  1. 1mo ago First seen · 684 lines · 27 tokens per session scan A 823510af524e

Subscribe to this mod's changes

tools-unity-test-framework is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (23 stars, last pushed 3mo ago), licensed MIT. It adds 27 tokens to every session and 3,502 once invoked, about $0.0001 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 2026-09-03.

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