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 skills/idocohen560/claude-unity-game-studio/unity-testingnpx skills add IdoCohen560/claude-unity-game-studio --skill unity-testinggit clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studioWrote 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/skills/idocohen560/claude-unity-game-studio/unity-testing)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-testing"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-testing.svg" alt="Measured on agentmods" 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 | $0.00078 | $0.03768 |
| Opus 5 | $0.00039 | $0.01884 |
| Sonnet 5 | $0.00016 | $0.00754 |
| Haiku 4.5 | $0.00008 | $0.00377 |
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 yesterday.
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.
How it starts
The opening of the file, as written. The whole thing — 498 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Test Framework
Test Framework Overview
The Unity Test Framework (UTF) is Unity's built-in testing solution, integrating a custom version of NUnit (based on NUnit 3.5) adapted for Unity. It enables testing C# code in Edit Mode, Play Mode, and on target platforms (Standalone, Android, iOS).
UTF extends NUnit with Unity-specific attributes ([UnityTest], [UnitySetUp], [UnityTearDown]) that support coroutines, yield instructions, and frame-based execution.
Key capabilities:
- Edit Mode tests for editor extensions and pure logic
- Play Mode tests for gameplay, physics, and coroutine-based code
- Standalone player test builds for platform-specific validation
- Command-line execution for CI/CD pipelines
- NUnit XML result output
Source: Unity Test Framework 2.0 Manual
Setup and Configuration
Installing the Test Framework
UTF ships with Unity by default. Open the Test Runner via Window > General > Test Runner.
Creating a Test Assembly
Test code must live in its own assembly definition (.asmdef) that references NUnit.
Create via Window > General > Test Runner (click Create a new Test Assembly Folder) or Assets > Create > Testing > Test Assembly Folder.
This creates a Tests folder with an .asmdef file preconfigured with references to:
nunit.framework.dllUnityEngine.TestRunnerUnityEditor.TestRunner(Edit Mode only)
Edit Mode Assembly Definition (.asmdef)
{
"name": "Tests",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner"
],
"includePlatforms": ["Editor"],
"defineConstraints": ["UNITY_INCLUDE_TESTS"],
"autoReferenced": false
}
Play Mode Assembly Definition (.asmdef)
{
"name": "Tests.PlayMode",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner",
"MyGameAssembly"
],
"includePlatforms": [],
"optionalUnityReferences": ["TestAssemblies"],
"defineConstraints": ["UNITY_INCLUDE_TESTS"],
"autoReferenced": false
}
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- yesterday First seen · 498 lines · 78 tokens per session scan A 4928639d2adc
unity-testing is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 1mo ago), licensed MIT. It adds 78 tokens to every session and 3,768 once invoked, about $0.0004 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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