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 nowsprinting/unity-coding-skills --skill run-testsgit clone --depth 1 https://github.com/nowsprinting/unity-coding-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/nowsprinting/unity-coding-skills/run-tests)<a href="https://agentmods.dev/skills/nowsprinting/unity-coding-skills/run-tests"><img src="https://agentmods.dev/badge/skills/nowsprinting/unity-coding-skills/run-tests/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/nowsprinting/unity-coding-skills/run-tests"><img src="https://agentmods.dev/badge/skills/nowsprinting/unity-coding-skills/run-tests.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 | $0.00130 | $0.01918 |
| Opus 5.5 | $0.00052 | $0.00767 |
| Sonnet 5.5 | $0.00026 | $0.00384 |
| Haiku 4.5 | $0.00013 | $0.00192 |
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 today.
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 in 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 15 KB
- resources/troubleshooting-test-helper-ui.md 8.9 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.
- today Changed 0a1212b167fc
- 1mo 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 (20 stars, last pushed yesterday), licensed Unlicense. It adds 130 tokens to every session and 1,918 once invoked, about $0.0005 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.
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