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/nowsprinting/unity-coding-skills/run-testsnpx skills add nowsprinting/unity-coding-skills --skill run-testsgit clone --depth 1 https://github.com/nowsprinting/unity-coding-skillsWhat 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 | $0.00130 | $0.01953 |
| Opus 5 | $0.00065 | $0.00977 |
| Sonnet 5 | $0.00026 | $0.00391 |
| Haiku 4.5 | $0.00013 | $0.00195 |
Grade A, and why
run-tests 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 2d 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 — 93 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Gotchas
- Never call two Unity Editor tools in parallel.
unity_play_control,get_unity_compilation_result,run_unity_tests, andrun_method_in_unitymust be called strictly one at a time — always wait for each call to return before making the next one. Calling them concurrently causes domain-reload conflicts that result in "canceled" or "did not connect within 30 seconds" errors. - When a Unity Editor tool returns
errororcanceled, wait 10 seconds before retrying. Domain reload typically takes several seconds; immediate retry hits the same in-flight reload and fails again. Do not switch tools in the meantime (e.g., callingunity_play_controlto verify state) — that just compounds the multiplexed calls. If the same tool returnserrororcanceledon two consecutive attempts (with the 10-second wait between them), stop and consult the user instead of retrying further.
Run Tests
Before running tests, complete the following steps in order:
- If any code was modified, confirm compilation success using the
get_unity_compilation_resulttool before proceeding. - To determine
assemblyNamesandtestModefor a specific test class, run${CLAUDE_SKILL_DIR}/scripts/resolve-test-target.sh <test-class-cs-path>. The script prints<assemblyName>\t<testMode>(e.g.MyGame.Tests\tPlayMode). Skip this step when running an already-known assembly.
Then use the run_unity_tests tool to run the tests on the Unity editor.
Test execution can take several minutes. Do not re-run while a test is in progress — always wait for it to complete or time out. If a timeout occurs, narrow down the tests using filter settings and re-run.
Performance Test Results
When com.unity.test-framework.performance is installed, each run writes its measurements to Application.persistentDataPath/PerformanceTestResults.json (alongside the TestResults.xml they are parsed from). Resolve that directory with ${CLAUDE_SKILL_DIR}/scripts/get-persistent-data-path.sh <unity-project-root>.
What ships with it
10 files 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.
- assets/PlayerTestRunner.cs 9.0 KB
- resources/run-on-standalone-player.md 22 KB
- resources/troubleshooting-run-unity-tests.md 13 KB
- resources/troubleshooting-test-helper-ui.md 8.1 KB
- resources/troubleshooting-test-helper.md 2.7 KB
- scripts/extract-visual-verification.py 6.5 KB runs code
- scripts/get-persistent-data-path.sh 1.3 KB runs code
- scripts/get-player-settings.sh 892 B runs code
- scripts/resolve-assembly.sh 1006 B runs code
- scripts/resolve-test-target.sh 1.3 KB runs code
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.
- 2d ago First seen · 93 lines · 130 tokens per session scan A 510491153ce1
run-tests is a skill published in the GitHub repository nowsprinting/unity-coding-skills (19 stars, last pushed 2d ago), licensed Unlicense. It adds 130 tokens to every session and 1,953 once invoked, about $0.0006 per session on Opus 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
unity
Compile, test, and drive Unity for this repo's C# packages (unity/core, jint, quickjs, clearscript) and the two Unity projects (tests/, kitchen-sink/). Use when a change touches C# under unity/, when Unity test results are needed, when a rendering snapshot has to be checked or regenerated, or when the app has to be…
uloop-execute-dynamic-code
Execute C# with Unity APIs when existing uloop tools cannot inspect or edit enough. Use for reachable scene/component state, scene/prefab/menu automation, and PlayMode checks.
uloop-simulate-mouse-input
Simulate Mouse.current input in PlayMode through Unity Input System. Use for gameplay mouse clicks, long-press (LongPress), movement delta (MoveDelta/SmoothDelta), or scroll. Use --dry-run to check what a Game View coordinate hits in 3D physics before clicking (works in EditMode; no Input System required). Use…
uloop-simulate-mouse-ui
Simulate PlayMode EventSystem UI mouse actions using screen coordinates. Use for UI clicks, long-presses, or drags from annotated screenshots.
uloop-pause-point
Pauses Unity playback at any source file:line without editing code or recompiling, and returns a snapshot of the locals, parameters, and instance fields at that exact frame. Use for bug investigation, PlayMode/E2E verification, checking variable values at a specific frame, or confirming that a code path executed.
uloop-screenshot
Capture Unity Editor windows or Game View rendering as PNG. Use for visual checks, debugging, documentation, or annotated UI element coordinates.