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 skills add makifbaysal/tasktrooper --skill unity-testinggit clone --depth 1 https://github.com/makifbaysal/tasktrooperWrote 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/makifbaysal/tasktrooper/unity-testing)<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/unity-testing"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/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/skills/makifbaysal/tasktrooper/unity-testing"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/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 | $0.00062 | $0.01874 |
| Opus 5.5 | $0.00025 | $0.00750 |
| Sonnet 5.5 | $0.00012 | $0.00375 |
| Haiku 4.5 | $0.00006 | $0.00187 |
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 4d 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 — 150 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Testing
Overview
The Unity Test Framework (NUnit 3 underneath) runs tests in two modes. EditMode tests run in the editor without entering Play mode — fast, ideal for plain C# rules, ScriptableObjects and editor tooling. PlayMode tests run the player loop — needed for scenes, physics, coroutines and input, and slower. Most tests should be EditMode tests against plain classes (testable-game-logic).
Core principle: EditMode first; PlayMode only for behaviour that needs the player loop. Read the result XML, not the log tail.
Which mode
| Question | Mode | Typical setup |
|---|---|---|
| Does the damage/cooldown/inventory rule compute correctly? | EditMode | new the plain class |
| Is every shipped definition valid? | EditMode | AssetDatabase.FindAssets |
| Does a ScriptableObject-driven system behave? | EditMode | ScriptableObject.CreateInstance<T>() |
| Does the character land on the floor / trigger fire? | PlayMode | load a test scene, WaitForFixedUpdate |
| Does pressing Jump jump? | PlayMode | InputTestFixture |
| Does the coroutine/Awaitable sequence finish? | PlayMode | [UnityTest] yielding frames |
Test assemblies
{
"name": "Tests.EditMode",
"references": ["Game.Core", "Game.Runtime", "UnityEngine.TestRunner", "UnityEditor.TestRunner"],
"includePlatforms": ["Editor"],
"overrideReferences": true,
"precompiledReferences": ["nunit.framework.dll"],
"defineConstraints": ["UNITY_INCLUDE_TESTS"],
"autoReferenced": false
}
PlayMode assemblies leave includePlatforms empty (any platform) and drop UnityEditor.TestRunner unless they need editor APIs. Tests live where the repository keeps them (often Assets/Tests/EditMode and Assets/Tests/PlayMode); follow its naming — Method_Scenario_Expected when there is none.
EditMode examples
public class InventoryTests {
[Test] public void Add_BeyondStackLimit_OverflowsToNewSlot() {
var potion = ScriptableObject.CreateInstance<ItemDefinition>();
potion.Configure(id: "potion", maxStack: 5);
var inv = new Inventory(slots: 4);
inv.Add(potion, 7);
Assert.That(inv.Slots[0].Count, Is.EqualTo(5));
Assert.That(inv.Slots[1].Count, Is.EqualTo(2));
Object.DestroyImmediate(potion);
}
[TestCase(0f, 100)] [TestCase(0.5f, 50)] [TestCase(1f, 0)]
public void Damage_ByArmorFraction_ReducesLinearly(float armor, int expected) =>
Assert.That(DamageMath.Apply(100, armor), Is.EqualTo(expected));
}
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.
- 4d ago First seen · 150 lines · 62 tokens per session scan A fece29774eae
unity-testing is a skill published in the GitHub repository makifbaysal/tasktrooper (113 stars, last pushed yesterday), licensed Apache-2.0. It adds 62 tokens to every session and 1,874 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 2026-10-09.
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