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 Nice-Wolf-Studio/unity-claude-skills --skill unity-testinggit clone --depth 1 https://github.com/Nice-Wolf-Studio/unity-claude-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/skills/nice-wolf-studio/unity-claude-skills/unity-testing)<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-testing"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-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/skills/nice-wolf-studio/unity-claude-skills/unity-testing"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-testing.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00078 | $0.03768 |
| Opus 5.5 | $0.00031 | $0.01507 |
| Sonnet 5.5 | $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 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- unity-testing — 100% identical, 0 lines differ
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.
- 1mo ago First seen · 498 lines · 78 tokens per session scan A 4928639d2adc
unity-testing is a skill published in the GitHub repository Nice-Wolf-Studio/unity-claude-skills (40 stars, last pushed 1mo ago), licensed MIT. It adds 78 tokens to every session and 3,768 once invoked, about $0.0003 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 2026-08-30.
Other skills, from other repositories
tests-run
Execute Unity tests (EditMode or PlayMode) and return per-test results. Supports filtering by test assembly, namespace, class, and method. Refreshes the AssetDatabase first; defers execution across domain reloads if scripts changed. Precondition: every open scene must be saved — dirty scenes abort the run.
godot-gdscript-headless-testing
Run GDScript test suites from the command line with godot --headless, using a SceneTree/MainLoop runner script that exits non-zero on failure so CI can gate merges. Use when a Godot project needs unit tests without opening the editor, when wiring a CI job (GitHub Actions or similar) that must fail the build on a…
gdunit-driver
Run gdUnit4 unit tests and parse results into structured output. Use this skill after writing or modifying code to verify correctness via unit tests, when diagnosing test failures, or when writing new test files. Triggers: "run tests", "test fails", "write a test", any gdUnit4/unit test mention. Supports both GDScript…
unity-testability
Advise on Unity testability.
godot-testing
Use when writing or running Godot tests - gdUnit4 or GUT (whichever the repo has), unit tests on typed GDScript classes, scene runners for frames, physics, input and signals, headless CLI with --import first, reports and exit codes, and C# tests via gdUnit4Net or plain dotnet test.
unity-testing
Use when writing or running Unity tests - Unity Test Framework EditMode vs PlayMode, test assembly definitions, testing plain C# and ScriptableObjects, PlayMode scene/physics/input tests, batchmode CLI with result XML, coverage, and the dotnet test fallback when no editor is installed.